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
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// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
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// (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.
#ifndef SC_BODYSIM_H
#define SC_BODYSIM_H
#include "foundation/PxUtilities.h"
#include "foundation/PxIntrinsics.h"
#include "ScRigidSim.h"
#include "PxvDynamics.h"
#include "ScBodyCore.h"
#include "ScSimStateData.h"
#include "PxRigidDynamic.h"
#include "PxsRigidBody.h"
namespace physx
{
namespace Bp
{
class BoundsArray;
}
struct PxsExternalAccelerationProvider;
class PxsTransformCache;
namespace Sc
{
class Scene;
class ArticulationSim;
#if PX_VC
#pragma warning(push)
#pragma warning( disable : 4324 ) // Padding was added at the end of a structure because of a __declspec(align) value.
#endif
class BodySim : public RigidSim
{
public:
BodySim(Scene&, BodyCore&, bool);
virtual ~BodySim();
void switchToKinematic();
void switchToDynamic();
PX_FORCE_INLINE const SimStateData* getSimStateData(bool isKinematic) const { return (mSimStateData && (checkSimStateKinematicStatus(isKinematic)) ? mSimStateData : NULL); }
PX_FORCE_INLINE SimStateData* getSimStateData(bool isKinematic) { return (mSimStateData && (checkSimStateKinematicStatus(isKinematic)) ? mSimStateData : NULL); }
PX_FORCE_INLINE SimStateData* getSimStateData_Unchecked() const { return mSimStateData; }
PX_FORCE_INLINE bool checkSimStateKinematicStatus(bool isKinematic) const
{
PX_ASSERT(mSimStateData);
return mSimStateData->isKine() == isKinematic;
}
void setKinematicTarget(const PxTransform& p);
void addSpatialAcceleration(const PxVec3* linAcc, const PxVec3* angAcc);
void setSpatialAcceleration(const PxVec3* linAcc, const PxVec3* angAcc);
void clearSpatialAcceleration(bool force, bool torque);
void addSpatialVelocity(const PxVec3* linVelDelta, const PxVec3* angVelDelta);
void clearSpatialVelocity(bool force, bool torque);
void updateCached(PxBitMapPinned* shapeChangedMap);
void updateCached(PxsTransformCache& transformCache, Bp::BoundsArray& boundsArray);
void updateContactDistance(PxReal* contactDistance, PxReal dt, const Bp::BoundsArray& boundsArray);
// hooks for actions in body core when it's attached to a sim object. Generally
// we get called after the attribute changed.
virtual void postActorFlagChange(PxU32 oldFlags, PxU32 newFlags) PX_OVERRIDE;
void postBody2WorldChange();
void postSetWakeCounter(PxReal t, bool forceWakeUp);
void postPosePreviewChange(PxU32 posePreviewFlag); // called when PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW changes
PX_FORCE_INLINE const PxTransform& getBody2World() const { return getBodyCore().getCore().body2World; }
PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return getBodyCore().getCore().getBody2Actor(); }
PX_FORCE_INLINE const PxsRigidBody& getLowLevelBody() const { return mLLBody; }
PX_FORCE_INLINE PxsRigidBody& getLowLevelBody() { return mLLBody; }
void setActive(bool active, bool asPartOfCreation=false);
void wakeUp(); // note: for user API call purposes only, i.e., use from BodyCore. For simulation internal purposes there is internalWakeUp().
void putToSleep();
void disableCompound();
static PxU32 getRigidBodyOffset() { return PxU32(PX_OFFSET_OF_RT(BodySim, mLLBody));}
void activate();
void deactivate();
// Kinematics
PX_FORCE_INLINE bool isKinematic() const { return getBodyCore().getFlags() & PxRigidBodyFlag::eKINEMATIC; }
PX_FORCE_INLINE bool isArticulationLink() const { return getActorType() == PxActorType::eARTICULATION_LINK; }
PX_FORCE_INLINE bool hasForcedKinematicNotif() const
{
return getBodyCore().getFlags() & (PxRigidBodyFlag::eFORCE_KINE_KINE_NOTIFICATIONS|PxRigidBodyFlag::eFORCE_STATIC_KINE_NOTIFICATIONS);
}
void calculateKinematicVelocity(PxReal oneOverDt);
void updateKinematicPose();
bool deactivateKinematic();
// Sleeping
virtual void internalWakeUp(PxReal wakeCounterValue) PX_OVERRIDE; // PT: TODO: does it need to be virtual?
void internalWakeUpArticulationLink(PxReal wakeCounterValue); // called by ArticulationSim to wake up this link
PxReal updateWakeCounter(PxReal dt, PxReal energyThreshold, const Cm::SpatialVector& motionVelocity);
void notifyReadyForSleeping(); // inform the sleep island generation system that the body is ready for sleeping
void notifyNotReadyForSleeping(); // inform the sleep island generation system that the body is not ready for sleeping
PX_FORCE_INLINE bool checkSleepReadinessBesidesWakeCounter(); // for API triggered changes to test sleep readiness
// PT: TODO: this is only used for the rigid bodies' sleep check, the implementations in derived classes look useless
virtual void registerCountedInteraction() PX_OVERRIDE { mLLBody.getCore().numCountedInteractions++; PX_ASSERT(mLLBody.getCore().numCountedInteractions); }
virtual void unregisterCountedInteraction() PX_OVERRIDE { PX_ASSERT(mLLBody.getCore().numCountedInteractions); mLLBody.getCore().numCountedInteractions--; }
// PT: TODO: this is only used for the rigid bodies' sleep check called from the articulation sim code
virtual PxU32 getNumCountedInteractions() const PX_OVERRIDE { return mLLBody.getCore().numCountedInteractions; }
PX_FORCE_INLINE PxIntBool isFrozen() const { return PxIntBool(mLLBody.mInternalFlags & PxsRigidBody::eFROZEN); }
// External velocity changes - returns true if any forces were applied to this body
bool updateForces(PxReal dt, PxsRigidBody** updatedBodySims, PxU32* updatedBodyNodeIndices, PxU32& index, Cm::SpatialVector* acceleration,
PxsExternalAccelerationProvider* externalAccelerations = NULL, PxU32 maxNumExternalAccelerations = 0);
PX_FORCE_INLINE bool readVelocityModFlag(VelocityModFlags f) { return (mVelModState & f) != 0; }
// Miscellaneous
PX_FORCE_INLINE bool notInScene() const { return mActiveListIndex == SC_NOT_IN_SCENE_INDEX; }
PX_FORCE_INLINE PxU32 getNbShapes() const { return mShapes.getCount(); }
PX_FORCE_INLINE PxU32 getFlagsFast() const { return getBodyCore().getFlags(); }
PX_FORCE_INLINE BodyCore& getBodyCore() const { return static_cast<BodyCore&>(getRigidCore()); }
PX_FORCE_INLINE ArticulationSim* getArticulation() const { return mArticulation; }
void setArticulation(ArticulationSim* a, PxReal wakeCounter, bool asleep, PxU32 bodyIndex);
PX_FORCE_INLINE void onConstraintAttach() { raiseInternalFlag(BF_HAS_CONSTRAINTS); registerCountedInteraction(); }
void onConstraintDetach();
PX_FORCE_INLINE void onOriginShift(const PxVec3& shift, const bool isKinematic)
{
PX_ASSERT(!mSimStateData || checkSimStateKinematicStatus(isKinematic));
mLLBody.mLastTransform.p -= shift;
if (mSimStateData && isKinematic && mSimStateData->getKinematicData()->targetValid)
mSimStateData->getKinematicData()->targetPose.p -= shift;
}
PX_FORCE_INLINE bool usingSqKinematicTarget() const
{
const PxU32 ktFlags(PxRigidBodyFlag::eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES | PxRigidBodyFlag::eKINEMATIC);
return (getFlagsFast()&ktFlags) == ktFlags;
}
void createSqBounds();
void destroySqBounds();
void freezeTransforms(PxBitMapPinned* shapeChangedMap);
void addToSpeculativeCCDMap();
void removeFromSpeculativeCCDMap();
private:
// Base body
PxsRigidBody mLLBody;
// External velocity changes
// VelocityMod data allocated on the fly when the user applies velocity changes
// which need to be accumulated.
// VelMod dirty flags stored in BodySim so we can save ourselves the expense of looking at
// the separate velmod data if no forces have been set.
//PxU16 mInternalFlags;
SimStateData* mSimStateData;
PxU8 mVelModState;
// Articulation
ArticulationSim* mArticulation; // NULL if not in an articulation
// Joints & joint groups
bool setupSimStateData(bool isKinematic);
void tearDownSimStateData(bool isKinematic);
void raiseVelocityModFlagAndNotify(VelocityModFlags flag);
PX_FORCE_INLINE void notifyDirtySpatialAcceleration() { raiseVelocityModFlagAndNotify(VMF_ACC_DIRTY); }
PX_FORCE_INLINE void notifyDirtySpatialVelocity() { raiseVelocityModFlagAndNotify(VMF_VEL_DIRTY); }
PX_FORCE_INLINE void initKinematicStateBase(BodyCore&, bool asPartOfCreation);
void notifyWakeUp(); // inform the sleep island generation system that the object got woken up
void notifyPutToSleep(); // inform the sleep island generation system that the object was put to sleep
void internalWakeUpBase(PxReal wakeCounterValue);
PX_FORCE_INLINE void raiseVelocityModFlag(VelocityModFlags f) { mVelModState |= f; }
PX_FORCE_INLINE void clearVelocityModFlag(VelocityModFlags f) { mVelModState &= ~f; }
PX_FORCE_INLINE void setForcesToDefaults(bool enableGravity);
};
#if PX_VC
#pragma warning(pop)
#endif
} // namespace Sc
PX_FORCE_INLINE void Sc::BodySim::setForcesToDefaults(bool enableGravity)
{
if (!(mLLBody.mCore->mFlags & PxRigidBodyFlag::eRETAIN_ACCELERATIONS))
{
SimStateData* simStateData = getSimStateData(false);
if(simStateData)
{
VelocityMod* velmod = simStateData->getVelocityModData();
velmod->clear();
}
if (enableGravity)
mVelModState = VMF_GRAVITY_DIRTY; // We want to keep the gravity flag to make sure the acceleration gets changed to gravity-only
// in the next step (unless the application adds new forces of course)
else
mVelModState = 0;
}
else
{
SimStateData* simStateData = getSimStateData(false);
if (simStateData)
{
VelocityMod* velmod = simStateData->getVelocityModData();
velmod->clearPerStep();
}
mVelModState &= (~(VMF_VEL_DIRTY));
}
}
PX_FORCE_INLINE bool Sc::BodySim::checkSleepReadinessBesidesWakeCounter()
{
const BodyCore& bodyCore = getBodyCore();
const SimStateData* simStateData = getSimStateData(false);
const VelocityMod* velmod = simStateData ? simStateData->getVelocityModData() : NULL;
bool readyForSleep = bodyCore.getLinearVelocity().isZero() && bodyCore.getAngularVelocity().isZero();
if (readVelocityModFlag(VMF_ACC_DIRTY))
{
readyForSleep = readyForSleep && (!velmod || velmod->getLinearVelModPerSec().isZero());
readyForSleep = readyForSleep && (!velmod || velmod->getAngularVelModPerSec().isZero());
}
if (readVelocityModFlag(VMF_VEL_DIRTY))
{
readyForSleep = readyForSleep && (!velmod || velmod->getLinearVelModPerStep().isZero());
readyForSleep = readyForSleep && (!velmod || velmod->getAngularVelModPerStep().isZero());
}
return readyForSleep;
}
}
#endif