feat(physics): wire physx sdk into build

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2026-04-15 12:22:15 +08:00
parent 5bf258df6d
commit 31f40e2cbb
2044 changed files with 752623 additions and 1 deletions

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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "PxsContactManager.h"
using namespace physx;
PxsContactManager::PxsContactManager(PxU32 index) : mFlags(0), mCmIndex(index)
{
// PT: TODO: any reason why we don't initialize all members here, e.g. shapeCore pointers?
// PT: it might be because of the way we preallocate contact managers in the pipeline, and release the ones
// we filtered out. Maybe properly initializing everything "for no reason" in that case is costly.
// Still, it is unclear why we initialize *some* of the members there then.
mNpUnit.mRigidCore0 = NULL;
mNpUnit.mRigidCore1 = NULL;
mNpUnit.mRestDistance = 0;
mNpUnit.mFrictionDataPtr = NULL;
mNpUnit.mFrictionPatchCount = 0;
mNpUnit.mFlags = 0;
mNpUnit.setDominance0(1u);
mNpUnit.setDominance1(1u);
}
PxsContactManager::~PxsContactManager()
{
}
void PxsContactManager::setCCD(bool enable)
{
PxU32 flags = mFlags & (~PXS_CM_CCD_CONTACT);
if (enable)
flags |= PXS_CM_CCD_LINEAR;
else
flags &= ~PXS_CM_CCD_LINEAR;
mFlags = flags;
}