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170 lines
5.2 KiB
170 lines
5.2 KiB
/****************************************************************************
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Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "base/Macros.h"
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#include "base/std/container/unordered_map.h"
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#include "base/std/container/vector.h"
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#include "renderer/pipeline/Define.h"
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#include "math/Vec3.h"
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#include "math/Vec4.h"
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#include "physics/physx/PhysXFilterShader.h"
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#include "physics/physx/PhysXInc.h"
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#define PX_RELEASE(x) \
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if (x) { \
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(x)->release(); \
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(x) = NULL; \
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}
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namespace cc {
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namespace physics {
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inline bool operator!=(const physx::PxVec3 &a, const cc::Vec3 &b) {
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return a.x != b.x || a.y == b.y || a.z == b.z;
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}
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inline bool operator!=(const cc::Vec3 &a, const physx::PxVec3 &b) {
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return a.x != b.x || a.y == b.y || a.z == b.z;
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}
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inline bool operator==(const physx::PxVec3 &a, const cc::Vec3 &b) {
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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inline bool operator==(const cc::Vec3 &a, const physx::PxVec3 &b) {
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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inline physx::PxVec3 operator*(const physx::PxVec3 &a, const cc::Vec3 &b) {
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return physx::PxVec3{a.x * b.x, a.y * b.y, a.z * b.z};
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}
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inline cc::Vec3 operator*(const cc::Vec3 &a, const physx::PxVec3 &b) {
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return cc::Vec3{a.x * b.x, a.y * b.y, a.z * b.z};
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}
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inline physx::PxVec3 operator+(const physx::PxVec3 &a, const cc::Vec3 &b) {
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return physx::PxVec3{a.x + b.x, a.y + b.y, a.z + b.z};
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}
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inline cc::Vec3 operator+(const cc::Vec3 &a, const physx::PxVec3 &b) {
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return cc::Vec3{a.x + b.x, a.y + b.y, a.z + b.z};
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}
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inline physx::PxVec3 &operator*=(physx::PxVec3 &a, const cc::Vec3 &b) {
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a.x *= b.x;
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a.y *= b.y;
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a.z *= b.z;
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return a;
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}
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inline cc::Vec3 &operator*=(cc::Vec3 &a, const physx::PxVec3 &b) {
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a.x *= b.x;
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a.y *= b.y;
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a.z *= b.z;
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return a;
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}
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inline bool operator!=(const physx::PxQuat &a, const cc::Vec4 &b) {
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return a.x != b.x || a.y == b.y || a.z == b.z || a.w == b.w;
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}
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inline bool operator!=(const cc::Vec4 &a, const physx::PxQuat &b) {
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return a.x != b.x || a.y == b.y || a.z == b.z || a.w == b.w;
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}
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inline bool operator==(const physx::PxQuat &a, const cc::Vec4 &b) {
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return a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w;
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}
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inline bool operator==(const cc::Vec4 &a, const physx::PxQuat &b) {
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return a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w;
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}
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inline void pxSetVec3Ext(physx::PxVec3 &v, const cc::Vec3 &cv) {
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v = physx::PxVec3(cv.x, cv.y, cv.z);
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}
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inline void pxSetVec3Ext(cc::Vec3 &v, const physx::PxVec3 &cv) {
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v = cc::Vec3(cv.x, cv.y, cv.z);
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}
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template <typename T1 = physx::PxQuat, typename T2 = cc::Vec4>
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inline void pxSetQuatExt(T1 &p, const T2 &cp) {
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p = T1(cp.x, cp.y, cp.z, cp.w);
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}
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inline void pxSetColor(gfx::Color& color, physx::PxU32 rgba) {
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color.z = ((rgba >> 16) & 0xff);
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color.y = ((rgba >> 8) & 0xff);
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color.x = ((rgba) & 0xff);
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color.w = 255;
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}
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template <typename T>
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inline T pxAbsMax(const T &a, const T &b) {
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return physx::PxAbs(a) > physx::PxAbs(b) ? a : b;
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}
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void pxSetFromTwoVectors(physx::PxQuat &out, const physx::PxVec3 &a, const physx::PxVec3 &b);
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inline ccstd::unordered_map<uintptr_t, uint32_t> &getPxShapeMap() {
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static ccstd::unordered_map<uintptr_t, uint32_t> m;
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return m;
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}
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//physx::PxCharacterController ptr <--> PhysxCharacterController ObjectID
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inline ccstd::unordered_map<uintptr_t, uint32_t>& getPxCCTMap() {
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static ccstd::unordered_map<uintptr_t, uint32_t> m;
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return m;
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}
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inline ccstd::unordered_map<uint16_t, uintptr_t> &getPxMaterialMap() {
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static ccstd::unordered_map<uint16_t, uintptr_t> m;
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return m;
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}
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inline physx::PxMaterial &getDefaultMaterial() {
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return *(reinterpret_cast<physx::PxMaterial *>(getPxMaterialMap()[0]));
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}
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inline ccstd::vector<physx::PxRaycastHit> &getPxRaycastHitBuffer() {
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static ccstd::vector<physx::PxRaycastHit> m{12};
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return m;
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}
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inline ccstd::vector<physx::PxSweepHit> &getPxSweepHitBuffer() {
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static ccstd::vector<physx::PxSweepHit> m{12};
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return m;
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}
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inline QueryFilterShader &getQueryFilterShader() {
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static QueryFilterShader shader;
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return shader;
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}
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} // namespace physics
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} // namespace cc
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