feat(physics): wire physx sdk into build
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engine/third_party/physx/source/lowleveldynamics/src/DyTGS.h
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engine/third_party/physx/source/lowleveldynamics/src/DyTGS.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_TGS_H
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#define DY_TGS_H
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#include "foundation/PxPreprocessor.h"
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namespace physx
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{
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struct PxConstraintBatchHeader;
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struct PxSolverConstraintDesc;
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struct PxTGSSolverBodyTxInertia;
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struct PxTGSSolverBodyData;
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struct PxTGSSolverBodyVel;
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namespace Dy
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{
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struct SolverContext;
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// PT: using defines like we did in Gu (GU_OVERLAP_FUNC_PARAMS, etc). Additionally this gives a
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// convenient way to find the TGS solver methods, which are scattered in different files and use
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// the same function names as other functions (with a different signature).
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#define DY_TGS_SOLVE_METHOD_PARAMS const PxConstraintBatchHeader& hdr, const PxSolverConstraintDesc* desc, const PxTGSSolverBodyTxInertia* const txInertias, PxReal minPenetration, PxReal elapsedTime, SolverContext& cache
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#define DY_TGS_CONCLUDE_METHOD_PARAMS const PxConstraintBatchHeader& hdr, const PxSolverConstraintDesc* desc, const PxTGSSolverBodyTxInertia* const txInertias, PxReal elapsedTime, SolverContext& cache
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#define DY_TGS_WRITEBACK_METHOD_PARAMS const PxConstraintBatchHeader& hdr, const PxSolverConstraintDesc* desc, SolverContext* cache
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typedef void (*TGSSolveBlockMethod) (DY_TGS_SOLVE_METHOD_PARAMS);
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typedef void (*TGSSolveConcludeMethod) (DY_TGS_CONCLUDE_METHOD_PARAMS);
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typedef void (*TGSWriteBackMethod) (DY_TGS_WRITEBACK_METHOD_PARAMS);
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extern TGSSolveBlockMethod g_SolveTGSMethods[];
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extern TGSSolveConcludeMethod g_SolveConcludeTGSMethods[];
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extern TGSWriteBackMethod g_WritebackTGSMethods[];
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// PT: also used by immediate mode
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void copyToSolverBodyDataStep(const PxVec3& linearVelocity, const PxVec3& angularVelocity, PxReal invMass, const PxVec3& invInertia, const PxTransform& globalPose,
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PxReal maxDepenetrationVelocity, PxReal maxContactImpulse, PxU32 nodeIndex, PxReal reportThreshold,
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PxReal maxAngVelSq, PxU32 lockFlags, bool isKinematic,
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PxTGSSolverBodyVel& solverVel, PxTGSSolverBodyTxInertia& solverBodyTxInertia, PxTGSSolverBodyData& solverBodyData,
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PxReal dt, bool gyroscopicForces);
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// PT: also used by immediate mode
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void integrateCoreStep(PxTGSSolverBodyVel& vel, PxTGSSolverBodyTxInertia& txInertia, PxF32 dt);
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}
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}
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#endif
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