feat(physics): wire physx sdk into build
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engine/third_party/physx/source/gpusimulationcontroller/src/PxgDeformableSkinning.cpp
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engine/third_party/physx/source/gpusimulationcontroller/src/PxgDeformableSkinning.cpp
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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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#include "PxgDeformableSkinning.h"
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#include "foundation/PxUserAllocated.h"
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#include "PxPhysXGpu.h"
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#include "PxgKernelWrangler.h"
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#include "PxgKernelIndices.h"
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#include "GuAABBTree.h"
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#include "foundation/PxMathUtils.h"
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namespace physx
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{
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PxgDeformableSkinning::PxgDeformableSkinning(PxgKernelLauncher& kernelLauncher)
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{
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mKernelLauncher = kernelLauncher;
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}
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void PxgDeformableSkinning::computeNormalVectors(
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PxTrimeshSkinningGpuData* skinningDataArrayD, PxU32 arrayLength,
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CUstream stream, PxU32 numGpuThreads)
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{
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physx::PxScopedCudaLock _lock(*mKernelLauncher.getCudaContextManager());
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const PxU32 numThreadsPerBlock = 256;
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const PxU32 numBlocks = (numGpuThreads + numThreadsPerBlock - 1) / numThreadsPerBlock;
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const PxU32 numThreadsPerBlockSmallKernels = 1024;
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const PxU32 numBlocksSmallKernels = (numGpuThreads + numThreadsPerBlockSmallKernels - 1) / numThreadsPerBlockSmallKernels;
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mKernelLauncher.launchKernelXYZ(PxgKernelIds::util_ZeroNormals, numBlocksSmallKernels, arrayLength, 1, numThreadsPerBlockSmallKernels, 1, 1, 0, stream,
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skinningDataArrayD);
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mKernelLauncher.launchKernelXYZ(PxgKernelIds::util_ComputeNormals, numBlocks, arrayLength, 1, numThreadsPerBlock, 1, 1, 0, stream,
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skinningDataArrayD);
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mKernelLauncher.launchKernelXYZ(PxgKernelIds::util_NormalizeNormals, numBlocksSmallKernels, arrayLength, 1, numThreadsPerBlockSmallKernels, 1, 1, 0, stream,
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skinningDataArrayD);
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}
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void PxgDeformableSkinning::evaluateVerticesEmbeddedIntoSurface(
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PxTrimeshSkinningGpuData* skinningDataArrayD, PxU32 arrayLength,
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CUstream stream, PxU32 numGpuThreads)
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{
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physx::PxScopedCudaLock _lock(*mKernelLauncher.getCudaContextManager());
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const PxU32 numThreadsPerBlock = 256;
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const PxU32 numBlocks = (numGpuThreads + numThreadsPerBlock - 1) / numThreadsPerBlock;
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mKernelLauncher.launchKernelXYZ(PxgKernelIds::util_InterpolateSkinnedClothVertices, numBlocks, arrayLength, 1, numThreadsPerBlock, 1, 1, 0, stream,
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skinningDataArrayD);
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}
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void PxgDeformableSkinning::evaluateVerticesEmbeddedIntoVolume(
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PxTetmeshSkinningGpuData* skinningDataArrayD, PxU32 arrayLength,
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CUstream stream, PxU32 numGpuThreads)
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{
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physx::PxScopedCudaLock _lock(*mKernelLauncher.getCudaContextManager());
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const PxU32 numThreadsPerBlock = 256;
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const PxU32 numBlocks = (numGpuThreads + numThreadsPerBlock - 1) / numThreadsPerBlock;
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mKernelLauncher.launchKernelXYZ(PxgKernelIds::util_InterpolateSkinnedSoftBodyVertices, numBlocks, arrayLength, 1, numThreadsPerBlock, 1, 1, 0, stream,
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skinningDataArrayD);
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}
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}
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