feat(physics): wire physx sdk into build

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2026-04-15 12:22:15 +08:00
parent 5bf258df6d
commit 31f40e2cbb
2044 changed files with 752623 additions and 1 deletions

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "vehicle2/PxVehicleParams.h"
#include "vehicle2/roadGeometry/PxVehicleRoadGeometryState.h"
#include "vehicle2/physxRoadGeometry/PxVehiclePhysXRoadGeometryFunctions.h"
#include "vehicle2/physxRoadGeometry/PxVehiclePhysXRoadGeometryParams.h"
#include "vehicle2/physxRoadGeometry/PxVehiclePhysXRoadGeometryState.h"
#include "vehicle2/rigidBody/PxVehicleRigidBodyStates.h"
#include "vehicle2/suspension/PxVehicleSuspensionHelpers.h"
#include "extensions/PxRigidBodyExt.h"
#include "PxScene.h"
#include "PxShape.h"
#include "PxRigidActor.h"
#include "PxMaterial.h"
#include "geometry/PxMeshScale.h"
#include "geometry/PxConvexMeshGeometry.h"
#include "geometry/PxGeometryQuery.h"
namespace physx
{
namespace vehicle2
{
PX_FORCE_INLINE PxF32 computeMaterialFriction(const PxShape* hitShape, const PxU32 hitFaceIndex,
const PxVehiclePhysXMaterialFrictionParams& materialFrictionParams, PxMaterial*& hitMaterial)
{
PxBaseMaterial* baseMaterial = hitShape->getMaterialFromInternalFaceIndex(hitFaceIndex);
PX_ASSERT(!baseMaterial || baseMaterial->getConcreteType()==PxConcreteType::eMATERIAL);
hitMaterial = static_cast<PxMaterial*>(baseMaterial);
PxReal hitFriction = materialFrictionParams.defaultFriction;
for(PxU32 i = 0; i < materialFrictionParams.nbMaterialFrictions; i++)
{
if(materialFrictionParams.materialFrictions[i].material == hitMaterial)
{
hitFriction = materialFrictionParams.materialFrictions[i].friction;
break;
}
}
return hitFriction;
}
PX_FORCE_INLINE PxVec3 computeVelocity(const PxRigidActor& actor, const PxVec3& hitPoint)
{
return actor.is<PxRigidBody>() ? PxRigidBodyExt::getVelocityAtPos(*actor.is<PxRigidBody>(), hitPoint) : PxVec3(PxZero);
}
template<typename THitBuffer>
PX_FORCE_INLINE void copyHitInfo(const THitBuffer& hitBuffer, PxMaterial* hitMaterial,
PxVehiclePhysXRoadGeometryQueryState& physxRoadGeometryState)
{
physxRoadGeometryState.actor = hitBuffer.actor;
physxRoadGeometryState.shape = hitBuffer.shape;
physxRoadGeometryState.material = hitMaterial;
physxRoadGeometryState.hitPosition = hitBuffer.position;
}
void PxVehiclePhysXRoadGeometryQueryUpdate
(const PxVehicleWheelParams& wheelParams, const PxVehicleSuspensionParams& suspParams,
const PxVehiclePhysXRoadGeometryQueryType::Enum queryType,
PxQueryFilterCallback* filterCallback, const PxQueryFilterData& filterData,
const PxVehiclePhysXMaterialFrictionParams& materialFrictionParams,
const PxF32 steerAngle, const PxVehicleRigidBodyState& rigidBodyState,
const PxScene& scene, const PxConvexMesh* unitCylinderSweepMesh,
const PxVehicleFrame& frame,
PxVehicleRoadGeometryState& roadGeomState,
PxVehiclePhysXRoadGeometryQueryState* physxRoadGeometryState)
{
if(PxVehiclePhysXRoadGeometryQueryType::eRAYCAST == queryType)
{
//Assume no hits until we know otherwise.
roadGeomState.setToDefault();
//Compute the start pos, dir and length of raycast.
PxVec3 v, w;
PxF32 dist;
PxVehicleComputeSuspensionRaycast(frame, wheelParams, suspParams, steerAngle, rigidBodyState.pose, v, w, dist);
//Perform the raycast.
PxRaycastBuffer buff;
scene.raycast(v, w, dist, buff, PxHitFlag::eDEFAULT, filterData, filterCallback);
//Process the raycast result.
if(buff.hasBlock && buff.block.distance != 0.0f)
{
const PxPlane hitPlane(v + w * buff.block.distance, buff.block.normal);
roadGeomState.plane = hitPlane;
roadGeomState.hitState = true;
PxMaterial* hitMaterial;
roadGeomState.friction = computeMaterialFriction(buff.block.shape, buff.block.faceIndex, materialFrictionParams,
hitMaterial);
roadGeomState.velocity = computeVelocity(*buff.block.actor, buff.block.position);
if (physxRoadGeometryState)
{
copyHitInfo(buff.block, hitMaterial, *physxRoadGeometryState);
}
}
else
{
if (physxRoadGeometryState)
physxRoadGeometryState->setToDefault();
}
}
else if(PxVehiclePhysXRoadGeometryQueryType::eSWEEP == queryType)
{
PX_ASSERT(unitCylinderSweepMesh);
//Assume no hits until we know otherwise.
roadGeomState.setToDefault();
//Compute the start pose, dir and length of sweep.
PxTransform T;
PxVec3 w;
PxF32 dist;
PxVehicleComputeSuspensionSweep(frame, suspParams, steerAngle, rigidBodyState.pose, T, w, dist);
//Scale the unit cylinder.
const PxVec3 scale = PxVehicleComputeTranslation(frame, wheelParams.radius, wheelParams.halfWidth, wheelParams.radius).abs();
const PxMeshScale meshScale(scale, PxQuat(PxIdentity));
const PxConvexMeshGeometry convMeshGeom(const_cast<PxConvexMesh*>(unitCylinderSweepMesh), meshScale);
//Perform the sweep.
PxSweepBuffer buff;
scene.sweep(convMeshGeom, T, w, dist, buff, PxHitFlag::eDEFAULT | PxHitFlag::eMTD, filterData, filterCallback);
//Process the sweep result.
if (buff.hasBlock && buff.block.distance >= 0.0f)
{
//Sweep started outside scene geometry.
const PxPlane hitPlane(buff.block.position, buff.block.normal);
roadGeomState.plane = hitPlane;
roadGeomState.hitState = true;
PxMaterial* hitMaterial;
roadGeomState.friction = computeMaterialFriction(buff.block.shape, buff.block.faceIndex, materialFrictionParams,
hitMaterial);
roadGeomState.velocity = computeVelocity(*buff.block.actor, buff.block.position);
if (physxRoadGeometryState)
{
copyHitInfo(buff.block, hitMaterial, *physxRoadGeometryState);
}
}
else if (buff.hasBlock && buff.block.distance < 0.0f)
{
//The sweep started inside scene geometry.
//We want to have another go but this time starting outside the hit geometry because this is the most reliable
//way to get a hit plane.
//-buff.block.distance is the distance we need to move along buff.block.normal to be outside the hit geometry.
//Note that buff.block.distance can be a vanishingly small number. Moving along the normal by a vanishingly
//small number might not push us out of overlap due to numeric precision of the overlap test.
//We want to move a numerically significant distance to guarantee that we change the overlap status
//at the start pose of the sweep.
//We achieve this by choosing a minimum translation that is numerically significant.
//Any number will do but we choose the wheel radius because this ought to be a numerically significant value.
//We're only sweeping against the hit shape and not against the scene
//so we don't risk hitting other stuff by moving a numerically significant distance.
const PxVec3 unitDir = -buff.block.normal;
const PxF32 maxDist = PxMax(wheelParams.radius, -buff.block.distance);
const PxGeometry& geom0 = convMeshGeom;
const PxTransform pose0(T.p + buff.block.normal*(maxDist*1.01f), T.q);
const PxGeometry& geom1 = buff.block.shape->getGeometry();
const PxTransform pose1 = buff.block.actor->getGlobalPose()*buff.block.shape->getLocalPose();
PxGeomSweepHit buff2;
const bool b2 = PxGeometryQuery::sweep(
unitDir, maxDist*1.02f,
geom0, pose0, geom1, pose1, buff2, PxHitFlag::eDEFAULT | PxHitFlag::eMTD);
if (b2 && buff2.distance > 0.0f)
{
//Sweep started outside scene geometry.
const PxPlane hitPlane(buff2.position, buff2.normal);
roadGeomState.plane = hitPlane;
roadGeomState.hitState = true;
PxMaterial* hitMaterial;
roadGeomState.friction = computeMaterialFriction(buff.block.shape, buff.block.faceIndex, materialFrictionParams,
hitMaterial);
roadGeomState.velocity = computeVelocity(*buff.block.actor, buff.block.position);
if (physxRoadGeometryState)
{
copyHitInfo(buff.block, hitMaterial, *physxRoadGeometryState);
}
}
else
{
if (physxRoadGeometryState)
physxRoadGeometryState->setToDefault();
}
}
else
{
if (physxRoadGeometryState)
physxRoadGeometryState->setToDefault();
}
}
}
} //namespace vehicle2
} //namespace physx

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "vehicle2/PxVehicleParams.h"
#include "vehicle2/physxRoadGeometry/PxVehiclePhysXRoadGeometryHelpers.h"
#include "cooking/PxConvexMeshDesc.h"
#include "cooking/PxCooking.h"
#include "extensions/PxDefaultStreams.h"
#include "PxPhysics.h"
namespace physx
{
namespace vehicle2
{
PxConvexMesh* PxVehicleUnitCylinderSweepMeshCreate
(const PxVehicleFrame& runtimeFrame, PxPhysics& physics, const PxCookingParams& params)
{
const PxMat33 mat33 = runtimeFrame.getFrame();
const PxQuat frame(mat33);
const PxReal radius = 1.0f;
const PxReal halfWidth = 1.0f;
#define NB_CIRCUMFERENCE_POINTS 64
PxVec3 points[2 * NB_CIRCUMFERENCE_POINTS];
for (PxU32 i = 0; i < NB_CIRCUMFERENCE_POINTS; i++)
{
const PxF32 cosTheta = PxCos(i * PxPi * 2.0f / float(NB_CIRCUMFERENCE_POINTS));
const PxF32 sinTheta = PxSin(i * PxPi * 2.0f / float(NB_CIRCUMFERENCE_POINTS));
const PxF32 x = radius * cosTheta;
const PxF32 z = radius * sinTheta;
points[2 * i + 0] = frame.rotate(PxVec3(x, -halfWidth, z));
points[2 * i + 1] = frame.rotate(PxVec3(x, +halfWidth, z));
}
// Create descriptor for convex mesh
PxConvexMeshDesc convexDesc;
convexDesc.points.count = sizeof(points)/sizeof(PxVec3);
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = points;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
PxConvexMesh* convexMesh = NULL;
PxDefaultMemoryOutputStream buf;
if (PxCookConvexMesh(params, convexDesc, buf))
{
PxDefaultMemoryInputData id(buf.getData(), buf.getSize());
convexMesh = physics.createConvexMesh(id);
}
return convexMesh;
}
void PxVehicleUnitCylinderSweepMeshDestroy(PxConvexMesh* mesh)
{
mesh->release();
}
} //namespace vehicle2
} //namespace physx