feat(physics): wire physx sdk into build
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126
engine/third_party/physx/source/simulationcontroller/src/ScShapeSimBase.h
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126
engine/third_party/physx/source/simulationcontroller/src/ScShapeSimBase.h
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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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#ifndef SC_SHAPESIM_BASE_H
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#define SC_SHAPESIM_BASE_H
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#include "ScElementSim.h"
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#include "ScShapeCore.h"
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#include "ScRigidSim.h"
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namespace physx
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{
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namespace Sc
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{
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PX_FORCE_INLINE PxU32 isBroadPhase(PxShapeFlags flags) { return PxU32(flags) & PxU32(PxShapeFlag::eTRIGGER_SHAPE | PxShapeFlag::eSIMULATION_SHAPE); }
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class ShapeCore;
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class ShapeSimBase : public ElementSim
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{
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PX_NOCOPY(ShapeSimBase)
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public:
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ShapeSimBase(ActorSim& owner, const ShapeCore* core) :
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ElementSim (owner),
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mSqBoundsId (PX_INVALID_U32),
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mPrunerIndex(PX_INVALID_U32)
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{ setCore(core); }
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~ShapeSimBase() { }
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PX_FORCE_INLINE void setCore(const ShapeCore* core);
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PX_FORCE_INLINE const ShapeCore& getCore() const;
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PX_FORCE_INLINE bool isPxsCoreValid() const { return mShapeCore != NULL; }
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PX_INLINE PxGeometryType::Enum getGeometryType() const { return getCore().getGeometryType(); }
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// This is just for getting a reference for the user, so we cast away const-ness
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PX_INLINE PxShape* getPxShape() const { return const_cast<PxShape*>(getCore().getPxShape()); }
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PX_FORCE_INLINE PxReal getRestOffset() const { return getCore().getRestOffset(); }
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PX_FORCE_INLINE PxReal getTorsionalPatchRadius() const { return getCore().getTorsionalPatchRadius(); }
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PX_FORCE_INLINE PxReal getMinTorsionalPatchRadius() const { return getCore().getMinTorsionalPatchRadius(); }
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PX_FORCE_INLINE PxU32 getFlags() const { return getCore().getFlags(); }
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PX_FORCE_INLINE PxReal getContactOffset() const { return getCore().getContactOffset(); }
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PX_FORCE_INLINE PxU32 getTransformCacheID() const { return getElementID(); }
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PX_FORCE_INLINE PxU32 getSqBoundsId() const { return mSqBoundsId; }
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PX_FORCE_INLINE void setSqBoundsId(PxU32 id) { mSqBoundsId = id; }
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PX_FORCE_INLINE PxU32 getSqPrunerIndex() const { return mPrunerIndex; }
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PX_FORCE_INLINE void setSqPrunerIndex(PxU32 index) { mPrunerIndex = index; }
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PX_FORCE_INLINE PxsShapeCore* getPxsShapeCore() { return mShapeCore; }
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void onFilterDataChange();
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void onRestOffsetChange();
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void onFlagChange(PxShapeFlags oldFlags);
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void onResetFiltering();
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void onVolumeOrTransformChange();
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void onContactOffsetChange();
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void markBoundsForUpdate();
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void reinsertBroadPhase();
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void removeFromBroadPhase(bool wakeOnLostTouch);
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void getAbsPoseAligned(PxTransform* PX_RESTRICT globalPose) const;
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PxNodeIndex getActorNodeIndex() const;
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PX_FORCE_INLINE RigidSim& getRbSim() const { return static_cast<RigidSim&>(getActor()); }
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BodySim* getBodySim() const;
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PxsRigidCore& getPxsRigidCore() const;
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void createSqBounds();
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void destroySqBounds();
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void updateCached(PxU32 transformCacheFlags, PxBitMapPinned* shapeChangedMap);
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void updateCached(PxsTransformCache& transformCache, Bp::BoundsArray& boundsArray);
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void updateBPGroup();
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protected:
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PX_FORCE_INLINE void internalAddToBroadPhase();
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PX_FORCE_INLINE bool internalRemoveFromBroadPhase(bool wakeOnLostTouch = true);
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void initSubsystemsDependingOnElementID(PxU32 indexFrom);
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PxsShapeCore* mShapeCore;
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PxU32 mSqBoundsId;
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PxU32 mPrunerIndex;
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};
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PX_FORCE_INLINE void ShapeSimBase::setCore(const ShapeCore* core)
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{
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mShapeCore = core ? const_cast<PxsShapeCore*>(&core->getCore()) : NULL;
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}
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PX_FORCE_INLINE const ShapeCore& ShapeSimBase::getCore() const
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{
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return Sc::ShapeCore::getCore(*mShapeCore);
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}
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} // namespace Sc
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}
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#endif
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