feat(physics): wire physx sdk into build
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106
engine/third_party/physx/source/simulationcontroller/src/ScSqBoundsManager.h
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106
engine/third_party/physx/source/simulationcontroller/src/ScSqBoundsManager.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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// 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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#ifndef SC_SQ_BOUNDS_MANAGER_H
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#define SC_SQ_BOUNDS_MANAGER_H
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#include "foundation/PxUserAllocated.h"
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#include "foundation/PxBitMap.h"
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#include "foundation/PxArray.h"
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#include "ScSqBoundsSync.h"
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namespace physx
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{
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class PxBounds3;
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namespace Sc
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{
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struct SqBoundsSync;
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struct SqRefFinder;
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class ShapeSimBase;
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class SqBoundsManager0 : public PxUserAllocated
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{
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PX_NOCOPY(SqBoundsManager0)
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public:
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SqBoundsManager0();
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void addSyncShape(ShapeSimBase& shape);
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void removeSyncShape(ShapeSimBase& shape);
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void syncBounds(SqBoundsSync& sync, SqRefFinder& finder, const PxBounds3* bounds, const PxTransform32* transforms, PxU64 contextID, const PxBitMap& ignoredIndices);
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private:
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PxArray<ShapeSimBase*> mShapes; //
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PxArray<ScPrunerHandle> mRefs; // SQ pruner references
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PxArray<PxU32> mBoundsIndices; // indices into the Sc bounds array
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PxArray<ShapeSimBase*> mRefless; // shapesims without references
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};
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class SqBoundsManagerEx : public PxUserAllocated
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{
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PX_NOCOPY(SqBoundsManagerEx)
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public:
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SqBoundsManagerEx();
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~SqBoundsManagerEx();
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void addSyncShape(ShapeSimBase& shape);
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void removeSyncShape(ShapeSimBase& shape);
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void syncBounds(SqBoundsSync& sync, SqRefFinder& finder, const PxBounds3* bounds, const PxTransform32* transforms, PxU64 contextID, const PxBitMap& ignoredIndices);
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private:
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PxArray<ShapeSimBase*> mWaitingRoom;
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// PT: one of the many solutions discussed in https://confluence.nvidia.com/display/~pterdiman/The+new+SQ+system
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// Just to get something working. This will most likely need revisiting later.
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struct PrunerSyncData : public PxUserAllocated
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{
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PxArray<ShapeSimBase*> mShapes; //
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// PT: layout dictated by the SqPruner API here. We could consider merging these two arrays.
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PxArray<ScPrunerHandle> mRefs; // SQ pruner references
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PxArray<PxU32> mBoundsIndices; // indices into the Sc bounds array
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};
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PrunerSyncData** mPrunerSyncData;
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PxU32 mPrunerSyncDataSize;
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void resize(PxU32 index);
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};
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//class SqBoundsManager : public SqBoundsManager0
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class SqBoundsManager : public SqBoundsManagerEx
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{
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public:
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};
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}
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}
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#endif
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