feat(physics): wire physx sdk into build
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engine/third_party/physx/source/physxextensions/src/tet/ExtBVH.cpp
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48
engine/third_party/physx/source/physxextensions/src/tet/ExtBVH.cpp
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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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#include "ExtBVH.h"
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#include "ExtUtilities.h"
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using namespace physx;
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using namespace Ext;
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using namespace Gu;
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void BVHDesc::query(const PxBounds3& bounds, PxArray<PxI32>& items)
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{
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items.clear();
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IntersectionCollectingTraversalController traversalController(bounds, items);
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traverseBVH(tree.begin(), traversalController, 0);
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}
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void BVHBuilder::build(BVHDesc& bvh, const PxBounds3* items, PxI32 n)
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{
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AABBTreeBounds boxes;
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boxes.init(n);
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for (PxI32 i = 0; i < n; ++i)
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boxes.getBounds()[i] = items[i];
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Gu::buildAABBTree(n, boxes, bvh.tree);
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}
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