feat(physics): wire physx sdk into build
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124
engine/third_party/physx/source/lowleveldynamics/include/DyParticleSystem.h
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124
engine/third_party/physx/source/lowleveldynamics/include/DyParticleSystem.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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#ifndef PXD_PARTICLESYSTEM_H
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#define PXD_PARTICLESYSTEM_H
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#include "foundation/PxSimpleTypes.h"
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#include "DyParticleSystemCore.h"
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#include "PxvGeometry.h"
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#define MAX_SPARSEGRID_DIM 1024
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#define MIN_SPARSEGRID_ID -512
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#define MAX_SPARSEGRID_ID 511
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namespace physx
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{
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namespace Sc
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{
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class ParticleSystemSim;
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}
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namespace Dy
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{
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typedef size_t ParticleSystemHandle;
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class ParticleSystemCore;
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struct ParticleSystemFlag
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{
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enum Enum
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{
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eUPDATE_PARAMS = 1 << 1,
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eUPDATE_MATERIAL = 1 << 2,
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eUPDATE_PHASE = 1 << 3,
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eUPDATE_ACTIVE_PARTICLECOUNT = 1 << 4,
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eENABLE_GPU_DATA_SYNC = 1 << 5,
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};
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};
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class ParticleSystem
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{
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PX_NOCOPY(ParticleSystem)
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public:
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ParticleSystem(Dy::ParticleSystemCore& core) : mCore(core), mShapeCore(NULL),
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mElementId(0xffffffff), mGpuRemapId(0xffffffff)
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{
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mFlag = 0;
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}
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~ParticleSystem() {}
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PX_FORCE_INLINE void setShapeCore(PxsShapeCore* shapeCore)
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{
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mShapeCore = shapeCore;
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}
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PX_FORCE_INLINE void setGpuRemapId(const PxU32 remapId)
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{
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mGpuRemapId = remapId;
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PxParticleSystemGeometryLL& geom = mShapeCore->mGeometry.get<PxParticleSystemGeometryLL>();
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geom.materialsLL.gpuRemapId = remapId;
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}
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PX_FORCE_INLINE PxU32 getGpuRemapId() const { return mGpuRemapId; }
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PX_FORCE_INLINE void setElementId(const PxU32 elementId) { mElementId = elementId; }
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PX_FORCE_INLINE PxU32 getElementId() { return mElementId; }
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PX_FORCE_INLINE ParticleSystemCore& getCore() const { return mCore; }
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PX_FORCE_INLINE PxsShapeCore& getShapeCore() { return *mShapeCore; }
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PX_FORCE_INLINE PxU16 getIterationCounts() { return mCore.solverIterationCounts; }
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PxU32 mFlag;
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private:
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ParticleSystemCore& mCore;
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PxsShapeCore* mShapeCore;
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PxU32 mElementId; //this is used for the bound array
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PxU32 mGpuRemapId;
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};
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struct ParticleSystemSolverDesc
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{
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ParticleSystem* particleSystem;
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};
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PX_FORCE_INLINE ParticleSystem* getParticleSystem(ParticleSystemHandle handle)
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{
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return reinterpret_cast<ParticleSystem*>(handle);
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}
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}
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}
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#endif
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