feat(physics): wire physx sdk into build
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engine/third_party/physx/source/lowleveldynamics/src/DySolverContact.h
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engine/third_party/physx/source/lowleveldynamics/src/DySolverContact.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 DY_SOLVER_CONTACT_H
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#define DY_SOLVER_CONTACT_H
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxVec3.h"
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#include "PxvConfig.h"
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#include "foundation/PxVecMath.h"
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namespace physx
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{
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using namespace aos;
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namespace Sc
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{
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class ShapeInteraction;
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}
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/**
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\brief A header to represent a friction patch for the solver.
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*/
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namespace Dy
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{
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struct SolverContactHeader
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{
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enum DySolverContactFlags
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{
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eHAS_FORCE_THRESHOLDS = 0x1
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};
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PxU8 type; //Note: mType should be first as the solver expects a type in the first byte.
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PxU8 flags;
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PxU8 numNormalConstr;
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PxU8 numFrictionConstr; //4
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PxReal angDom0; //8
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PxReal angDom1; //12
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PxReal invMass0; //16
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Vec4V staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W; //32
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//KS - minAppliedImpulseForFrictionW is non-zero only for articulations. This is a workaround for a case in articulations where
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//the impulse is propagated such that many links do not apply friction because their normal forces were corrected by the solver in a previous
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//link. This results in some links sliding unnaturally. This occurs with prismatic or revolute joints where the impulse propagation one one link
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//resolves the normal constraint on all links
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Vec4V normal_minAppliedImpulseForFrictionW; //48
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PxReal invMass1; //52
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PxU32 broken; //56
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PxU8* frictionBrokenWritebackByte; //60 64
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Sc::ShapeInteraction* shapeInteraction; //64 72
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#if PX_P64_FAMILY
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PxU32 pad[2]; //64 80
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#endif // PX_X64
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PX_FORCE_INLINE void setStaticFriction(const FloatV f) { staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); }
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PX_FORCE_INLINE void setDynamicFriction(const FloatV f) { staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); }
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PX_FORCE_INLINE void setDominance0(const FloatV f) { staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); }
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PX_FORCE_INLINE void setDominance1(const FloatV f) { staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); }
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PX_FORCE_INLINE FloatV getStaticFriction() const { return V4GetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE FloatV getDynamicFriction() const { return V4GetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE FloatV getDominance0() const { return V4GetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE FloatV getDominance1() const { return V4GetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE void setStaticFriction(PxF32 f) { V4WriteX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); }
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PX_FORCE_INLINE void setDynamicFriction(PxF32 f) { V4WriteY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); }
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PX_FORCE_INLINE void setDominance0(PxF32 f) { V4WriteZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); }
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PX_FORCE_INLINE void setDominance1(PxF32 f) { V4WriteW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); }
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PX_FORCE_INLINE PxF32 getStaticFrictionPxF32() const { return V4ReadX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE PxF32 getDynamicFrictionPxF32() const { return V4ReadY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE PxF32 getDominance0PxF32() const { return V4ReadZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE PxF32 getDominance1PxF32() const { return V4ReadW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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};
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#if !PX_P64_FAMILY
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader) == 64);
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#else
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader) == 80);
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#endif
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/**
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\brief A single rigid body contact point for the solver.
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*/
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struct SolverContactPoint
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{
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Vec4V raXn_velMultiplierW;
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Vec4V rbXn_maxImpulseW;
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PxF32 biasedErr;
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PxF32 unbiasedErr;
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PxF32 impulseMultiplier;
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PxU32 pad;
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PX_FORCE_INLINE FloatV getVelMultiplier() const { return V4GetW(raXn_velMultiplierW); }
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PX_FORCE_INLINE FloatV getImpulseMultiplier() const { return FLoad(impulseMultiplier); }
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PX_FORCE_INLINE FloatV getBiasedErr() const { return FLoad(biasedErr); }
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PX_FORCE_INLINE FloatV getMaxImpulse() const { return V4GetW(rbXn_maxImpulseW); }
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactPoint) == 48);
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/**
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\brief A single extended articulation contact point for the solver.
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*/
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struct SolverContactPointExt : public SolverContactPoint
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{
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Vec3V linDeltaVA;
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Vec3V angDeltaVA;
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Vec3V linDeltaVB;
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Vec3V angDeltaVB;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactPointExt) == 112);
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/**
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\brief A single friction constraint for the solver.
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*/
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struct SolverContactFriction
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{
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// PT: TODO: there's room for 3 floats in the padding bytes so we could just stick appliedForce / velMultiplier / bias there
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// and avoid doing all the data packing / unpacking for these members...
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Vec4V normalXYZ_appliedForceW; //16
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Vec4V raXnXYZ_velMultiplierW; //32
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Vec4V rbXnXYZ_biasW; //48
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PxReal targetVel; //52
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PxU32 mPad[3]; //64
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PX_FORCE_INLINE void setAppliedForce(const FloatV f) { normalXYZ_appliedForceW = V4SetW(normalXYZ_appliedForceW,f); }
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PX_FORCE_INLINE void setBias(const FloatV f) { rbXnXYZ_biasW = V4SetW(rbXnXYZ_biasW,f); }
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PX_FORCE_INLINE Vec3V getNormal() const { return Vec3V_From_Vec4V(normalXYZ_appliedForceW); }
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PX_FORCE_INLINE FloatV getAppliedForce() const { return V4GetW(normalXYZ_appliedForceW); }
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFriction) == 64);
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/**
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\brief A single extended articulation friction constraint for the solver.
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*/
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struct SolverContactFrictionExt : public SolverContactFriction
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{
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Vec3V linDeltaVA;
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Vec3V angDeltaVA;
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Vec3V linDeltaVB;
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Vec3V angDeltaVB;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFrictionExt) == 128);
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}
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}
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#endif
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