feat(physics): wire physx sdk into build
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engine/third_party/physx/source/gpusimulationcontroller/include/PxgBodySim.h
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engine/third_party/physx/source/gpusimulationcontroller/include/PxgBodySim.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_BODYSIM_H
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#define PXG_BODYSIM_H
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#include "AlignedTransform.h"
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namespace physx
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{
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struct PxgBodySim
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{
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float4 linearVelocityXYZ_inverseMassW; //16 16
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float4 angularVelocityXYZ_maxPenBiasW; //32 16
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float4 maxLinearVelocitySqX_maxAngularVelocitySqY_linearDampingZ_angularDampingW; //48 16
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float4 inverseInertiaXYZ_contactReportThresholdW; //64 16
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float4 sleepLinVelAccXYZ_freezeCountW; //80 16
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float4 sleepAngVelAccXYZ_accelScaleW; //96 16
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float4 freezeThresholdX_wakeCounterY_sleepThresholdZ_bodySimIndex; //112 16
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PxAlignedTransform body2World; //144 32
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PxAlignedTransform body2Actor_maxImpulseW; //176 32
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PxU32 articulationRemapId; //180 4
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PxU32 internalFlags; //184 4
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PxU16 lockFlags; //186 2
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PxU16 disableGravity; //188 2
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PxReal offsetSlop; //192 4
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float4 externalLinearAcceleration; //208 16
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float4 externalAngularAcceleration; //224 16
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};
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struct PxgBodySimVelocities
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{
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float4 linearVelocity;
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float4 angularVelocity;
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};
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struct PxgBodySimVelocityUpdate
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{
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float4 linearVelocityXYZ_bodySimIndexW;
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float4 angularVelocityXYZ_maxPenBiasW;
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float4 externalLinearAccelerationXYZ;
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float4 externalAngularAccelerationXYZ;
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};
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}//physx
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#endif
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