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 "ScActorSim.h"
#include "ScActorCore.h"
#include "ScElementSim.h"
#include "ScScene.h"
#include "ScInteraction.h"
using namespace physx;
using namespace Sc;
static const PxFilterObjectType::Enum gFilterType[PxActorType::eACTOR_COUNT] =
{
PxFilterObjectType::eRIGID_STATIC, // PxActorType::eRIGID_STATIC
PxFilterObjectType::eRIGID_DYNAMIC, // PxActorType::eRIGID_DYNAMIC
PxFilterObjectType::eARTICULATION, // PxActorType::eARTICULATION_LINK
PxFilterObjectType::eDEFORMABLE_SURFACE,// PxActorType::eDEFORMABLE_SURFACE
PxFilterObjectType::eDEFORMABLE_VOLUME, // PxActorType::eDEFORMABLE_VOLUME
PxFilterObjectType::ePARTICLESYSTEM, // PxActorType::ePBD_PARTICLESYSTEM
};
static const PxU32 gFilterFlagEx[PxActorType::eACTOR_COUNT] =
{
PxFilterObjectFlagEx::eRIGID_STATIC, // PxActorType::eRIGID_STATIC
PxFilterObjectFlagEx::eRIGID_DYNAMIC, // PxActorType::eRIGID_DYNAMIC
PxFilterObjectFlagEx::eRIGID_DYNAMIC, // PxActorType::eARTICULATION_LINK
PxFilterObjectFlagEx::eNON_RIGID|PxFilterObjectFlagEx::eDEFORMABLE_SURFACE, // PxActorType::eDEFORMABLE_SURFACE
PxFilterObjectFlagEx::eNON_RIGID|PxFilterObjectFlagEx::eDEFORMABLE_VOLUME, // PxActorType::eDEFORMABLE_VOLUME
PxFilterObjectFlagEx::eNON_RIGID|PxFilterObjectFlagEx::ePARTICLESYSTEM, // PxActorType::ePBD_PARTICLESYSTEM
};
// PT: if this breaks, you need to update the above table
PX_COMPILE_TIME_ASSERT(PxActorType::eACTOR_COUNT==6);
// PT: make sure that the highest flag fits into 16bit
PX_COMPILE_TIME_ASSERT(PxFilterObjectFlagEx::eLAST<=0xffff);
Sc::ActorSim::ActorSim(Scene& scene, ActorCore& core) :
mScene (scene),
mCore (core),
mActiveListIndex (SC_NOT_IN_SCENE_INDEX),
mActiveCompoundListIndex(SC_NOT_IN_SCENE_INDEX),
mNodeIndex (PX_INVALID_NODE),
mInternalFlags (0)
{
core.setSim(this);
mId = scene.getActorIDTracker().createID();
{
PX_ASSERT(gFilterType[PxActorType::eRIGID_STATIC] == PxFilterObjectType::eRIGID_STATIC);
PX_ASSERT(gFilterType[PxActorType::eRIGID_DYNAMIC] == PxFilterObjectType::eRIGID_DYNAMIC);
PX_ASSERT(gFilterType[PxActorType::eARTICULATION_LINK] == PxFilterObjectType::eARTICULATION);
PX_ASSERT(gFilterType[PxActorType::eDEFORMABLE_SURFACE] == PxFilterObjectType::eDEFORMABLE_SURFACE);
PX_ASSERT(gFilterType[PxActorType::eDEFORMABLE_VOLUME] == PxFilterObjectType::eDEFORMABLE_VOLUME);
PX_ASSERT(gFilterType[PxActorType::ePBD_PARTICLESYSTEM] == PxFilterObjectType::ePARTICLESYSTEM);
const PxActorType::Enum actorType = getActorType();
PxFilterObjectAttributes filterAttr = 0;
setFilterObjectAttributeType(filterAttr, gFilterType[actorType]);
filterAttr |= gFilterFlagEx[actorType];
mFilterFlags = PxTo16(filterAttr);
}
}
Sc::ActorSim::~ActorSim()
{
mInteractions.releaseMem(*this);
mScene.getActorIDTracker().releaseID(mId);
}
void Sc::ActorSim::registerInteractionInActor(Interaction* interaction)
{
const PxU32 id = mInteractions.size();
mInteractions.pushBack(interaction, *this);
interaction->setActorId(this, id);
}
void Sc::ActorSim::unregisterInteractionFromActor(Interaction* interaction)
{
const PxU32 i = interaction->getActorId(this);
PX_ASSERT(i < mInteractions.size());
mInteractions.replaceWithLast(i);
if(i<mInteractions.size())
{
if(mInteractions[i]) // ### DEFENSIVE PT: for OM-122969
mInteractions[i]->setActorId(this, i);
else
PxGetFoundation().error(PxErrorCode::eINTERNAL_ERROR, PX_FL, "Sc::ActorSim::unregisterInteractionFromActor: found null interaction!");
}
}
void Sc::ActorSim::reallocInteractions(Sc::Interaction**& mem, PxU32& capacity, PxU32 size, PxU32 requiredMinCapacity)
{
Interaction** newMem;
PxU32 newCapacity;
if(requiredMinCapacity==0)
{
newCapacity = 0;
newMem = 0;
}
else if(requiredMinCapacity<=INLINE_INTERACTION_CAPACITY)
{
newCapacity = INLINE_INTERACTION_CAPACITY;
newMem = mInlineInteractionMem;
}
else
{
newCapacity = PxNextPowerOfTwo(requiredMinCapacity-1);
newMem = reinterpret_cast<Interaction**>(mScene.allocatePointerBlock(newCapacity));
}
PX_ASSERT(newCapacity >= requiredMinCapacity && requiredMinCapacity>=size);
if(mem)
{
PxMemCopy(newMem, mem, size*sizeof(Interaction*));
if(mem!=mInlineInteractionMem)
mScene.deallocatePointerBlock(reinterpret_cast<void**>(mem), capacity);
}
capacity = newCapacity;
mem = newMem;
}
void Sc::ActorSim::setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim* other, PxU8 interactionFlag)
{
PxU32 size = getActorInteractionCount();
Interaction** interactions = getActorInteractions();
while(size--)
{
Interaction* interaction = *interactions++;
if((!other || other == &interaction->getActorSim0() || other == &interaction->getActorSim1()) && (interaction->readInteractionFlag(interactionFlag)))
interaction->setDirty(flag);
}
}