feat(physics): wire physx sdk into build
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engine/third_party/physx/source/lowlevel/software/src/PxsContactManager.cpp
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engine/third_party/physx/source/lowlevel/software/src/PxsContactManager.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 "PxsContactManager.h"
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using namespace physx;
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PxsContactManager::PxsContactManager(PxU32 index) : mFlags(0), mCmIndex(index)
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{
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// PT: TODO: any reason why we don't initialize all members here, e.g. shapeCore pointers?
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// PT: it might be because of the way we preallocate contact managers in the pipeline, and release the ones
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// we filtered out. Maybe properly initializing everything "for no reason" in that case is costly.
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// Still, it is unclear why we initialize *some* of the members there then.
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mNpUnit.mRigidCore0 = NULL;
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mNpUnit.mRigidCore1 = NULL;
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mNpUnit.mRestDistance = 0;
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mNpUnit.mFrictionDataPtr = NULL;
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mNpUnit.mFrictionPatchCount = 0;
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mNpUnit.mFlags = 0;
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mNpUnit.setDominance0(1u);
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mNpUnit.setDominance1(1u);
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}
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PxsContactManager::~PxsContactManager()
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{
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}
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void PxsContactManager::setCCD(bool enable)
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{
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PxU32 flags = mFlags & (~PXS_CM_CCD_CONTACT);
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if (enable)
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flags |= PXS_CM_CCD_LINEAR;
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else
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flags &= ~PXS_CM_CCD_LINEAR;
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mFlags = flags;
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}
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