feat(physics): wire physx sdk into build
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231
engine/third_party/physx/source/physxvehicle/src/physxRoadGeometry/VhPhysXRoadGeometryFunctions.cpp
vendored
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231
engine/third_party/physx/source/physxvehicle/src/physxRoadGeometry/VhPhysXRoadGeometryFunctions.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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// 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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#include "vehicle2/PxVehicleParams.h"
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#include "vehicle2/roadGeometry/PxVehicleRoadGeometryState.h"
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#include "vehicle2/physxRoadGeometry/PxVehiclePhysXRoadGeometryFunctions.h"
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#include "vehicle2/physxRoadGeometry/PxVehiclePhysXRoadGeometryParams.h"
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#include "vehicle2/physxRoadGeometry/PxVehiclePhysXRoadGeometryState.h"
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#include "vehicle2/rigidBody/PxVehicleRigidBodyStates.h"
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#include "vehicle2/suspension/PxVehicleSuspensionHelpers.h"
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#include "extensions/PxRigidBodyExt.h"
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#include "PxScene.h"
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#include "PxShape.h"
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#include "PxRigidActor.h"
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#include "PxMaterial.h"
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#include "geometry/PxMeshScale.h"
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#include "geometry/PxConvexMeshGeometry.h"
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#include "geometry/PxGeometryQuery.h"
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namespace physx
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{
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namespace vehicle2
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{
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PX_FORCE_INLINE PxF32 computeMaterialFriction(const PxShape* hitShape, const PxU32 hitFaceIndex,
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const PxVehiclePhysXMaterialFrictionParams& materialFrictionParams, PxMaterial*& hitMaterial)
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{
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PxBaseMaterial* baseMaterial = hitShape->getMaterialFromInternalFaceIndex(hitFaceIndex);
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PX_ASSERT(!baseMaterial || baseMaterial->getConcreteType()==PxConcreteType::eMATERIAL);
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hitMaterial = static_cast<PxMaterial*>(baseMaterial);
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PxReal hitFriction = materialFrictionParams.defaultFriction;
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for(PxU32 i = 0; i < materialFrictionParams.nbMaterialFrictions; i++)
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{
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if(materialFrictionParams.materialFrictions[i].material == hitMaterial)
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{
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hitFriction = materialFrictionParams.materialFrictions[i].friction;
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break;
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}
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}
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return hitFriction;
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}
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PX_FORCE_INLINE PxVec3 computeVelocity(const PxRigidActor& actor, const PxVec3& hitPoint)
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{
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return actor.is<PxRigidBody>() ? PxRigidBodyExt::getVelocityAtPos(*actor.is<PxRigidBody>(), hitPoint) : PxVec3(PxZero);
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}
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template<typename THitBuffer>
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PX_FORCE_INLINE void copyHitInfo(const THitBuffer& hitBuffer, PxMaterial* hitMaterial,
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PxVehiclePhysXRoadGeometryQueryState& physxRoadGeometryState)
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{
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physxRoadGeometryState.actor = hitBuffer.actor;
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physxRoadGeometryState.shape = hitBuffer.shape;
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physxRoadGeometryState.material = hitMaterial;
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physxRoadGeometryState.hitPosition = hitBuffer.position;
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}
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void PxVehiclePhysXRoadGeometryQueryUpdate
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(const PxVehicleWheelParams& wheelParams, const PxVehicleSuspensionParams& suspParams,
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const PxVehiclePhysXRoadGeometryQueryType::Enum queryType,
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PxQueryFilterCallback* filterCallback, const PxQueryFilterData& filterData,
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const PxVehiclePhysXMaterialFrictionParams& materialFrictionParams,
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const PxF32 steerAngle, const PxVehicleRigidBodyState& rigidBodyState,
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const PxScene& scene, const PxConvexMesh* unitCylinderSweepMesh,
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const PxVehicleFrame& frame,
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PxVehicleRoadGeometryState& roadGeomState,
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PxVehiclePhysXRoadGeometryQueryState* physxRoadGeometryState)
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{
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if(PxVehiclePhysXRoadGeometryQueryType::eRAYCAST == queryType)
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{
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//Assume no hits until we know otherwise.
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roadGeomState.setToDefault();
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//Compute the start pos, dir and length of raycast.
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PxVec3 v, w;
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PxF32 dist;
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PxVehicleComputeSuspensionRaycast(frame, wheelParams, suspParams, steerAngle, rigidBodyState.pose, v, w, dist);
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//Perform the raycast.
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PxRaycastBuffer buff;
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scene.raycast(v, w, dist, buff, PxHitFlag::eDEFAULT, filterData, filterCallback);
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//Process the raycast result.
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if(buff.hasBlock && buff.block.distance != 0.0f)
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{
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const PxPlane hitPlane(v + w * buff.block.distance, buff.block.normal);
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roadGeomState.plane = hitPlane;
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roadGeomState.hitState = true;
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PxMaterial* hitMaterial;
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roadGeomState.friction = computeMaterialFriction(buff.block.shape, buff.block.faceIndex, materialFrictionParams,
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hitMaterial);
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roadGeomState.velocity = computeVelocity(*buff.block.actor, buff.block.position);
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if (physxRoadGeometryState)
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{
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copyHitInfo(buff.block, hitMaterial, *physxRoadGeometryState);
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}
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}
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else
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{
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if (physxRoadGeometryState)
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physxRoadGeometryState->setToDefault();
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}
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}
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else if(PxVehiclePhysXRoadGeometryQueryType::eSWEEP == queryType)
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{
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PX_ASSERT(unitCylinderSweepMesh);
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//Assume no hits until we know otherwise.
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roadGeomState.setToDefault();
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//Compute the start pose, dir and length of sweep.
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PxTransform T;
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PxVec3 w;
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PxF32 dist;
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PxVehicleComputeSuspensionSweep(frame, suspParams, steerAngle, rigidBodyState.pose, T, w, dist);
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//Scale the unit cylinder.
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const PxVec3 scale = PxVehicleComputeTranslation(frame, wheelParams.radius, wheelParams.halfWidth, wheelParams.radius).abs();
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const PxMeshScale meshScale(scale, PxQuat(PxIdentity));
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const PxConvexMeshGeometry convMeshGeom(const_cast<PxConvexMesh*>(unitCylinderSweepMesh), meshScale);
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//Perform the sweep.
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PxSweepBuffer buff;
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scene.sweep(convMeshGeom, T, w, dist, buff, PxHitFlag::eDEFAULT | PxHitFlag::eMTD, filterData, filterCallback);
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//Process the sweep result.
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if (buff.hasBlock && buff.block.distance >= 0.0f)
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{
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//Sweep started outside scene geometry.
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const PxPlane hitPlane(buff.block.position, buff.block.normal);
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roadGeomState.plane = hitPlane;
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roadGeomState.hitState = true;
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PxMaterial* hitMaterial;
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roadGeomState.friction = computeMaterialFriction(buff.block.shape, buff.block.faceIndex, materialFrictionParams,
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hitMaterial);
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roadGeomState.velocity = computeVelocity(*buff.block.actor, buff.block.position);
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if (physxRoadGeometryState)
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{
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copyHitInfo(buff.block, hitMaterial, *physxRoadGeometryState);
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}
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}
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else if (buff.hasBlock && buff.block.distance < 0.0f)
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{
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//The sweep started inside scene geometry.
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//We want to have another go but this time starting outside the hit geometry because this is the most reliable
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//way to get a hit plane.
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//-buff.block.distance is the distance we need to move along buff.block.normal to be outside the hit geometry.
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//Note that buff.block.distance can be a vanishingly small number. Moving along the normal by a vanishingly
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//small number might not push us out of overlap due to numeric precision of the overlap test.
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//We want to move a numerically significant distance to guarantee that we change the overlap status
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//at the start pose of the sweep.
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//We achieve this by choosing a minimum translation that is numerically significant.
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//Any number will do but we choose the wheel radius because this ought to be a numerically significant value.
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//We're only sweeping against the hit shape and not against the scene
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//so we don't risk hitting other stuff by moving a numerically significant distance.
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const PxVec3 unitDir = -buff.block.normal;
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const PxF32 maxDist = PxMax(wheelParams.radius, -buff.block.distance);
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const PxGeometry& geom0 = convMeshGeom;
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const PxTransform pose0(T.p + buff.block.normal*(maxDist*1.01f), T.q);
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const PxGeometry& geom1 = buff.block.shape->getGeometry();
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const PxTransform pose1 = buff.block.actor->getGlobalPose()*buff.block.shape->getLocalPose();
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PxGeomSweepHit buff2;
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const bool b2 = PxGeometryQuery::sweep(
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unitDir, maxDist*1.02f,
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geom0, pose0, geom1, pose1, buff2, PxHitFlag::eDEFAULT | PxHitFlag::eMTD);
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if (b2 && buff2.distance > 0.0f)
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{
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//Sweep started outside scene geometry.
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const PxPlane hitPlane(buff2.position, buff2.normal);
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roadGeomState.plane = hitPlane;
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roadGeomState.hitState = true;
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PxMaterial* hitMaterial;
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roadGeomState.friction = computeMaterialFriction(buff.block.shape, buff.block.faceIndex, materialFrictionParams,
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hitMaterial);
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roadGeomState.velocity = computeVelocity(*buff.block.actor, buff.block.position);
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if (physxRoadGeometryState)
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{
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copyHitInfo(buff.block, hitMaterial, *physxRoadGeometryState);
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}
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}
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else
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{
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if (physxRoadGeometryState)
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physxRoadGeometryState->setToDefault();
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}
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}
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else
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{
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if (physxRoadGeometryState)
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physxRoadGeometryState->setToDefault();
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}
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}
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}
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} //namespace vehicle2
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} //namespace physx
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@@ -0,0 +1,87 @@
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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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#include "vehicle2/PxVehicleParams.h"
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#include "vehicle2/physxRoadGeometry/PxVehiclePhysXRoadGeometryHelpers.h"
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#include "cooking/PxConvexMeshDesc.h"
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#include "cooking/PxCooking.h"
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#include "extensions/PxDefaultStreams.h"
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#include "PxPhysics.h"
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namespace physx
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{
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namespace vehicle2
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{
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PxConvexMesh* PxVehicleUnitCylinderSweepMeshCreate
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(const PxVehicleFrame& runtimeFrame, PxPhysics& physics, const PxCookingParams& params)
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{
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const PxMat33 mat33 = runtimeFrame.getFrame();
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const PxQuat frame(mat33);
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const PxReal radius = 1.0f;
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const PxReal halfWidth = 1.0f;
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#define NB_CIRCUMFERENCE_POINTS 64
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PxVec3 points[2 * NB_CIRCUMFERENCE_POINTS];
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for (PxU32 i = 0; i < NB_CIRCUMFERENCE_POINTS; i++)
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{
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const PxF32 cosTheta = PxCos(i * PxPi * 2.0f / float(NB_CIRCUMFERENCE_POINTS));
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const PxF32 sinTheta = PxSin(i * PxPi * 2.0f / float(NB_CIRCUMFERENCE_POINTS));
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const PxF32 x = radius * cosTheta;
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const PxF32 z = radius * sinTheta;
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points[2 * i + 0] = frame.rotate(PxVec3(x, -halfWidth, z));
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points[2 * i + 1] = frame.rotate(PxVec3(x, +halfWidth, z));
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}
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// Create descriptor for convex mesh
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PxConvexMeshDesc convexDesc;
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convexDesc.points.count = sizeof(points)/sizeof(PxVec3);
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convexDesc.points.stride = sizeof(PxVec3);
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convexDesc.points.data = points;
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convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
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PxConvexMesh* convexMesh = NULL;
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PxDefaultMemoryOutputStream buf;
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if (PxCookConvexMesh(params, convexDesc, buf))
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{
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PxDefaultMemoryInputData id(buf.getData(), buf.getSize());
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convexMesh = physics.createConvexMesh(id);
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}
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return convexMesh;
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}
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void PxVehicleUnitCylinderSweepMeshDestroy(PxConvexMesh* mesh)
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{
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mesh->release();
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}
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} //namespace vehicle2
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} //namespace physx
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