feat(physics): wire physx sdk into build
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84
engine/third_party/physx/source/gpusimulationcontroller/include/PxgConstraintIdMap.h
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84
engine/third_party/physx/source/gpusimulationcontroller/include/PxgConstraintIdMap.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_CONSTRAINT_ID_MAP_H
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#define PXG_CONSTRAINT_ID_MAP_H
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxAssert.h"
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#if PX_CUDA_COMPILER
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#include "assert.h"
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#endif
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namespace physx
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{
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// maps the constraint/joint ID to the internal joint data ID. This is used for direct GPU API
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// operations to use the same constraint/joint ID on the public interface level as long as the
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// constraint/joint stays in the same scene. In particular, changing actors of a constraint/joint
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// should be transparent to users and can be achieved using this map.
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class PxgConstraintIdMapEntry
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{
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public:
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static const PxU32 eINVALID_ID = 0xffffFFFF;
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxgConstraintIdMapEntry()
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: mJointDataId(eINVALID_ID)
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{
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE void invalidate()
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{
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mJointDataId = eINVALID_ID;
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE void setJointDataId(PxU32 jointDataId)
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{
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#if PX_CUDA_COMPILER
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assert(jointDataId < eINVALID_ID); // until PX_ASSERT works on GPU (see PX-4133)
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#else
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PX_ASSERT(jointDataId < eINVALID_ID);
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#endif
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mJointDataId = jointDataId;
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getJointDataId() const
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{
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return mJointDataId;
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE bool isJointDataIdValid() const { return (mJointDataId != eINVALID_ID); }
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private:
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// maps the constraint/joint ID to the internal GPU joint data ID. eINVALID_ID is used if the
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// joint/constraint is unmapped/removed or inactive.
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PxU32 mJointDataId;
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};
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}
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#endif // PXG_CONSTRAINT_ID_MAP_H
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