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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// 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_CONSTRAINT_SIM_H
#define SC_CONSTRAINT_SIM_H
#include "foundation/PxArray.h"
#include "PxSimulationEventCallback.h"
#include "DyConstraint.h"
namespace physx
{
namespace Sc
{
class Scene;
class ConstraintInteraction;
class ConstraintCore;
class RigidCore;
class BodySim;
class RigidSim;
class ConstraintSim
{
PX_NOCOPY(ConstraintSim)
public:
enum Enum
{
eBREAKABLE = (1<<1), // The constraint can break
eCHECK_MAX_FORCE_EXCEEDED = (1<<2), // This constraint will get tested for breakage at the end of the sim step
eBROKEN = (1<<3)
};
ConstraintSim(ConstraintCore& core, RigidCore* r0, RigidCore* r1, Scene& scene);
~ConstraintSim();
void setBodies(RigidCore* r0, RigidCore* r1);
void setBreakForceLL(PxReal linear, PxReal angular);
PX_FORCE_INLINE void setMinResponseThresholdLL(PxReal threshold) { mLowLevelConstraint.minResponseThreshold = threshold; }
PX_FORCE_INLINE const void* getConstantsLL() const { return mLowLevelConstraint.constantBlock; }
void postFlagChange(PxConstraintFlags oldFlags, PxConstraintFlags newFlags);
PX_FORCE_INLINE const Dy::Constraint& getLowLevelConstraint() const { return mLowLevelConstraint; }
PX_FORCE_INLINE Dy::Constraint& getLowLevelConstraint() { return mLowLevelConstraint; }
PX_FORCE_INLINE ConstraintCore& getCore() const { return mCore; }
PX_FORCE_INLINE BodySim* getBody(PxU32 i) const // for static actors or world attached constraints NULL is returned
{
return mBodies[i];
}
void getForce(PxVec3& force, PxVec3& torque);
PX_FORCE_INLINE PxU8 readFlag(PxU8 flag) const { return PxU8(mFlags & flag); }
PX_FORCE_INLINE void setFlag(PxU8 flag) { mFlags |= flag; }
PX_FORCE_INLINE void clearFlag(PxU8 flag) { mFlags &= ~flag; }
PX_FORCE_INLINE PxU32 isBroken() const { return PxU32(mFlags) & ConstraintSim::eBROKEN; }
PX_FORCE_INLINE const ConstraintInteraction* getInteraction() const { return mInteraction; }
PxConstraintGPUIndex getGPUIndex() const;
private:
bool createLLConstraint();
void destroyLLConstraint();
Dy::Constraint mLowLevelConstraint;
Scene& mScene;
ConstraintCore& mCore;
ConstraintInteraction* mInteraction; // PT: why do we have an interaction object here?
BodySim* mBodies[2];
PxU8 mFlags;
};
} // namespace Sc
}
#endif