feat(physics): wire physx sdk into build
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engine/third_party/physx/source/gpusimulationcontroller/include/PxgInterpolation.h
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engine/third_party/physx/source/gpusimulationcontroller/include/PxgInterpolation.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_INTERPOLATION_H
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#define PXG_INTERPOLATION_H
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxVec3.h"
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#include "foundation/PxVec4.h"
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#include "foundation/PxMat44.h"
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#include "foundation/PxMathUtils.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxQuat rotateAroundAxis(const PxQuat& q, PxVec3 rotationAxis, PxReal angle)
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{
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PxReal mag2 = rotationAxis.magnitudeSquared();
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if (mag2 < 1e-8f || angle < 1e-3f)
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return q;
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rotationAxis *= 1.0f / PxSqrt(mag2);
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const PxQuat rot(angle, rotationAxis);
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return rot * q;
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxReal getT(PxReal t, PxReal alpha, const PxVec3& p0, const PxVec3& p1)
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{
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PxVec3 d = p1 - p0;
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PxReal a = d.magnitudeSquared();
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PxReal b = PxPow(a, alpha * 0.5f);
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return (b + t);
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxReal lerp(PxReal p0, PxReal p1, PxReal t)
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{
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return (1.0f - t) * p0 + t * p1;
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}
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//https://en.wikipedia.org/wiki/Centripetal_CatmullRom_spline
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inline PX_CUDA_CALLABLE PxVec3 evaluateSpline(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2,
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const PxVec3& p3, PxReal t, PxReal alpha = 0.5f)
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{
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PxReal t0 = 0.0f;
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PxReal t1 = getT(t0, alpha, p0, p1);
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PxReal t2 = getT(t1, alpha, p1, p2);
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PxReal t3 = getT(t2, alpha, p2, p3);
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t = lerp(t1, t2, t);
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PxVec3 A1 = ((t1 - t) * p0 + (t - t0) * p1) * (1.0f / PxMax(0.0001f, t1 - t0));
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PxVec3 A2 = ((t2 - t) * p1 + (t - t1) * p2)* (1.0f / PxMax(0.0001f, t2 - t1));
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PxVec3 A3 = ((t3 - t) * p2 + (t - t2) * p3)* (1.0f / PxMax(0.0001f, t3 - t2));
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PxVec3 B1 = ((t2 - t) * A1 + (t - t0) * A2)* (1.0f / PxMax(0.0001f, t2 - t0));
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PxVec3 B2 = ((t3 - t) * A2 + (t - t1) * A3)* (1.0f / PxMax(0.0001f, t3 - t1));
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PxVec3 C = ((t2 - t) * B1 + (t - t1) * B2)* (1.0f / PxMax(0.0001f, t2 - t1));
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return C;
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}
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inline PX_CUDA_CALLABLE PxVec3 evaluateSpline(const PxVec3 controlPoints[4], PxU32 numControlPoints, PxReal t, PxReal alpha = 0.5f)
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{
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if (numControlPoints == 1)
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return controlPoints[0];
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return evaluateSpline(controlPoints[0], controlPoints[1], controlPoints[2], controlPoints[3], t, alpha);
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxVec3 PxLoad3(const PxVec4& v)
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{
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PxVec4 tmp = v;
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return PxVec3(tmp.x, tmp.y, tmp.z);
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}
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template<typename V4>
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inline PX_CUDA_CALLABLE PxVec3 load3(const V4& val, const PxMat44& transf)
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{
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return transf.transform(PxLoad3(val));
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}
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//Handles boundary case and forwards to standard evaluateSpline
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template<typename V4>
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inline PX_CUDA_CALLABLE PxVec3 evaluateSpline(const V4* points, PxU32 nbPoints, PxU32 index, PxReal t, const PxMat44& transf, PxReal alpha = 0.5f)
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{
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if (nbPoints == 0)
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return PxVec3(0.0f);
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if (nbPoints < 2)
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return load3(points[0], transf);
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if (index > nbPoints - 2)
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index = nbPoints - 2;
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PxVec3 p0;
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if (index == 0)
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p0 = load3(points[0], transf) - (load3(points[1], transf) - load3(points[0], transf));
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else
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p0 = load3(points[index - 1], transf);
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PxVec3 p3;
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if (index == nbPoints - 2)
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p3 = load3(points[nbPoints - 1], transf) + (load3(points[nbPoints - 1], transf) - load3(points[nbPoints - 2], transf));
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else
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p3 = load3(points[index + 2], transf);
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return evaluateSpline(p0, load3(points[index], transf), load3(points[index + 1], transf), p3, t, alpha);
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}
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template<typename V4>
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxU32 catmullRomFetchLastPoint(const V4* points, PxU32 nbPoints, PxU32 index, PxVec3& controlPoint, const PxMat44& transf)
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{
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if (nbPoints == 0)
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{
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controlPoint = PxVec3(0.0f);
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return 1;
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}
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if (nbPoints < 2)
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{
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controlPoint = load3(points[0], transf);
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return 1;
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}
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if (index >= nbPoints - 2)
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{
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PxVec3 p = load3(points[nbPoints - 1], transf);
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controlPoint = p + (p - load3(points[nbPoints - 2], transf));
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}
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else
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controlPoint = load3(points[index + 2], transf);
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return 4;
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}
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inline PX_CUDA_CALLABLE void insertNextControlPoint(PxVec3 controlPoints[4], const PxVec3& nextControlPoint)
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{
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controlPoints[0] = controlPoints[1];
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controlPoints[1] = controlPoints[2];
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controlPoints[2] = controlPoints[3];
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controlPoints[3] = nextControlPoint;
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}
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template<typename V4>
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inline PX_CUDA_CALLABLE PxU32 catmullRomFetchControlPoints(const V4* points, PxU32 nbPoints, PxU32 index, PxVec3 controlPoints[4], const PxMat44& transf)
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{
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if (nbPoints == 0)
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{
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controlPoints[0] = PxVec3(0.0f);
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return 1;
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}
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if (nbPoints < 2)
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{
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controlPoints[0] = load3(points[0], transf);
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return 1;
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}
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if (index > nbPoints - 2)
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index = nbPoints - 2;
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if (index <= 0)
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{
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PxVec3 p = load3(points[0], transf);
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controlPoints[0] = p - (load3(points[1], transf) - p);
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}
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else
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controlPoints[0] = load3(points[index - 1], transf);
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if (index >= nbPoints - 2)
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{
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PxVec3 p = load3(points[nbPoints - 1], transf);
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controlPoints[3] = p + (p - load3(points[nbPoints - 2], transf));
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}
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else
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controlPoints[3] = load3(points[index + 2], transf);
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controlPoints[1] = load3(points[index], transf);
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controlPoints[2] = load3(points[index + 1], transf);
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return 4;
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxReal encodeStrandLocation(PxReal uniform, PxU32 segmentIndexInStrand, bool markAsLast)
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{
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PX_ASSERT(segmentIndexInStrand > 0);
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uniform = PxClamp(uniform, 0.0f, 0.999f); //Avoid the uniform to be smaller 0 or exactly 1 because then fractional and integer part cannot be separated reliably
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return (markAsLast ? -1.0f : 1.0f) * (uniform + segmentIndexInStrand);
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}
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PX_FORCE_INLINE PX_CUDA_CALLABLE PxReal decodeStrandLocation(PxReal strandValue, PxU32& segmentIndexInStrand, bool& isLast)
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{
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isLast = strandValue < 0.0f;
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strandValue = PxAbs(strandValue);
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segmentIndexInStrand = PxU32(strandValue);
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return strandValue - segmentIndexInStrand;
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}
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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#endif
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