feat(physics): wire physx sdk into build
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engine/third_party/physx/source/gpusimulationcontroller/include/PxgArticulationLink.h
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engine/third_party/physx/source/gpusimulationcontroller/include/PxgArticulationLink.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 PXG_ARTICULATION_LINK_H
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#define PXG_ARTICULATION_LINK_H
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#include "foundation/PxSimpleTypes.h"
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#include "PxgSolverBody.h"
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#include "DyFeatherstoneArticulationUtils.h"
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namespace physx
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{
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typedef PxU64 ArticulationBitField;
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struct PxgArticulationLinkData
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{
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public:
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Cm::UnAlignedSpatialVector IsW[3];//stI is the transpose of Is
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Cm::UnAlignedSpatialVector IsInvDW[3];
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//PxVec3 r; //vector from parent com to child com
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//PxVec3 rw; //world space r
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PxReal qstZIc[3];//jointForce - stZIc
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PxReal invStIs[3][3];
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};
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struct PxgArticulationLink
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{
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#if !PX_CUDA_COMPILER
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PX_ALIGN(16, PxVec3 initialAngVel); // 12 12 initial ang vel
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PxReal penBiasClamp; // 4 16 the penetration bias clamp
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PxVec3 initialLinVel; // 12 28 initial lin vel
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PxReal invMass; // 4 32 inverse mass
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#else
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float4 initialAngVelXYZ_penBiasClamp;
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float4 initialLinVelXYZ_invMassW;
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#endif
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PxReal maxAngularVelocitySq; // 4 36
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PxReal maxLinearVelocitySq; // 4 40
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PxReal linearDamping; // 4 44
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PxReal angularDamping; // 4 48
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PxU32 pathToRootOffset; // 4 52
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PxU32 childrenOffset; // 4 56
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PxU16 numPathToRoot; // 2 58
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PxU16 numChildren; // 2 60
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PxReal offsetSlop; // 4 64
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ArticulationBitField pathToRoot; // 8 72 path to root, including link and root
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PxReal cfmScale; // 4 76
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bool disableGravity; // 1 77
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bool retainsAccelerations; // 1 78
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bool padding[2]; // 1 80
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};
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struct PxgArticulationLinkSleepData
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{
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#if !PX_CUDA_COMPILER
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PX_ALIGN(16, PxVec3 sleepLinVelAcc); //12 12
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PxReal padding0; //4 16
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PX_ALIGN(16, PxVec3 sleepAngVelAcc); //12 28
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PxReal padding1; //4 32
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#else
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float4 sleepLinVelAccXYZ;
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float4 sleepAngVelAccXYZ;
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#endif
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};
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struct PxgArticulationLinkProp
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{
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#if !PX_CUDA_COMPILER
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PX_ALIGN(16, PxVec3 invInertia); //12 12
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PxReal invMass; //4 16
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#else
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float4 invInertiaXYZ_invMass;
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#endif
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};
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}
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#endif
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