feat(physics): wire physx sdk into build
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121
engine/third_party/physx/source/geomutils/src/mesh/GuTriangleRefinement.h
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121
engine/third_party/physx/source/geomutils/src/mesh/GuTriangleRefinement.h
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef GU_TRIANGLE_REFINEMENT_H
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#define GU_TRIANGLE_REFINEMENT_H
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// Indexing scheme for sub-triangles in recursive triangle subdivision scheme
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// Each subdivision step creates 4 triangles out of the previous one:
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// - First triangle is the "a corner"
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// - Second triangle is the "b corner"
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// - Third triangle is the "c corner"
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// - Fourth triangle is the center
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#include "foundation/PxVec3.h"
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namespace physx {
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namespace Gu {
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PX_FORCE_INLINE PX_CUDA_CALLABLE void getSubTriangle4(int id, PxVec3& baryA, PxVec3& baryB, PxVec3& baryC)
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{
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PxVec3 ab = 0.5f * (baryA + baryB);
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PxVec3 bc = 0.5f * (baryB + baryC);
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PxVec3 ca = 0.5f * (baryC + baryA);
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switch (id)
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{
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case 0:
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baryB = ab;
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baryC = ca;
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break;
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case 1:
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baryA = ab;
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baryC = bc;
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break;
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case 2:
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baryA = ca;
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baryB = bc;
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break;
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case 3:
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baryA = ab;
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baryB = bc;
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baryC = ca;
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break;
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default:
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PX_ASSERT(false);
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}
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE void getSubTriangle(PxVec3& a, PxVec3& b, PxVec3& c, PxU32 id, PxU32 numSubdivisionSteps)
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{
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for (PxU32 i = 0; i < numSubdivisionSteps; ++i)
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{
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PxU32 j = numSubdivisionSteps - i - 1;
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PxU32 local = id >> (2 * j);
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local = local & 3;
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getSubTriangle4(local, a, b, c);
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}
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxU32 encodeSubdivisionId(PxU32 subdivisionLevel, PxU32 subTriangleIndex)
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{
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//4 bits for subdivision level, the rest for the index
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const PxU32 shift = 30 - 4;
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return (subdivisionLevel << shift) | subTriangleIndex;
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE void decodeSubdivisionId(PxU32 encodedId, PxU32& subdivisionLevel, PxU32& subTriangleIndex)
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{
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const PxU32 shift = 30 - 4;
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subdivisionLevel = encodedId >> shift;
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subTriangleIndex = encodedId & ((1 << shift) - 1);
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}
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//Increases the subdivision level by one and sets the index to the specified sub triangle that got created out of the previous triangle due to one additional level of subdivision
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxU32 elevateSubdivisionId(PxU32 encodedId, PxU32 subTriangle = 0)
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{
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PX_ASSERT(subTriangle >= 0 && subTriangle < 4);
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PxU32 subdivisionLevel;
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PxU32 subTriangleIndex;
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decodeSubdivisionId(encodedId, subdivisionLevel, subTriangleIndex);
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return encodeSubdivisionId(subdivisionLevel + 1, 4 * subTriangleIndex + subTriangle);
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE void getSubTriangleEncoded(PxVec3& a, PxVec3& b, PxVec3& c, PxU32 encodedSubIndex)
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{
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PxU32 subdivisionLevel;
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PxU32 subTriangleIndex;
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decodeSubdivisionId(encodedSubIndex, subdivisionLevel, subTriangleIndex);
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getSubTriangle(a, b, c, subTriangleIndex, subdivisionLevel);
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}
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} // namespace Gu
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} // namespace physx
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#endif // GU_TRIANGLE_REFINEMENT_H
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