feat(physics): wire physx sdk into build
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engine/third_party/physx/source/lowlevelaabb/include/BpVolumeData.h
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engine/third_party/physx/source/lowlevelaabb/include/BpVolumeData.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 BP_VOLUME_DATA_H
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#define BP_VOLUME_DATA_H
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#include "PxvConfig.h"
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#include "foundation/PxAssert.h"
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namespace physx
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{
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namespace Bp
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{
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typedef PxU32 AggregateHandle; // PT: currently an index in mAggregates array
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struct ElementType
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{
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enum Enum
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{
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eSHAPE = 0,
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eTRIGGER,
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eCOUNT
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};
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};
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PX_COMPILE_TIME_ASSERT(ElementType::eCOUNT <= 4); // 2 bits reserved for type
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#define PX_CUDA_INLINE PX_CUDA_CALLABLE PX_FORCE_INLINE
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struct VolumeData
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{
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PX_CUDA_INLINE void reset()
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{
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mAggregate = PX_INVALID_U32;
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mUserData = NULL;
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}
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PX_CUDA_INLINE void setSingleActor() { mAggregate = PX_INVALID_U32; }
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PX_CUDA_INLINE bool isSingleActor() const { return mAggregate == PX_INVALID_U32; }
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PX_CUDA_INLINE void setUserData(void* userData)
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{
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// PX_ASSERT(!(size_t(userData) & 3));
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mUserData = userData;
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}
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PX_CUDA_INLINE void* getUserData() const
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{
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return reinterpret_cast<void*>(size_t(mUserData)& (~size_t(3)));
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}
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PX_CUDA_INLINE void setVolumeType(ElementType::Enum volumeType)
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{
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PX_ASSERT(volumeType < 2);
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mUserData = reinterpret_cast<void*>(size_t(getUserData()) | size_t(volumeType));
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}
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PX_CUDA_INLINE ElementType::Enum getVolumeType() const
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{
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return ElementType::Enum(size_t(mUserData) & 3);
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}
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PX_CUDA_INLINE void setAggregate(AggregateHandle handle)
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{
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PX_ASSERT(handle != PX_INVALID_U32);
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mAggregate = (handle << 1) | 1;
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}
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PX_CUDA_INLINE bool isAggregate() const { return !isSingleActor() && ((mAggregate & 1) != 0); }
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PX_CUDA_INLINE void setAggregated(AggregateHandle handle)
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{
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PX_ASSERT(handle != PX_INVALID_U32);
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mAggregate = (handle << 1) | 0;
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}
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PX_CUDA_INLINE bool isAggregated() const
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{
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return !isSingleActor() && ((mAggregate & 1) == 0);
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}
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PX_CUDA_INLINE AggregateHandle getAggregateOwner() const { return mAggregate >> 1; }
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PX_CUDA_INLINE AggregateHandle getAggregate() const { return mAggregate >> 1; }
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private:
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void* mUserData; // PT: in PhysX this is an Sc::ElementSim ptr
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// PT: TODO: consider moving this to a separate array, which wouldn't be allocated at all for people not using aggregates.
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// PT: current encoding:
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// aggregate == PX_INVALID_U32 => single actor
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// aggregate != PX_INVALID_U32 => aggregate index<<1|LSB. LSB==1 for aggregates, LSB==0 for aggregated actors.
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AggregateHandle mAggregate;
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};
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}
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}
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#endif
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