Physx/PhysxCommon.cs

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C#
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2023-07-31 13:55:44 +08:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
using MagicPhysX; // for enable Extension Methods.
using MagicPhysX.Toolkit;
using static System.Formats.Asn1.AsnWriter;
using static MagicPhysX.NativeMethods; // recommend to use C API.
namespace Physx
{
using PxI64 = Int64;
using PxU64 = UInt64;
using PxI32 = Int32;
using PxU32 = UInt32;
using PxI16 = Int16;
using PxU16 = UInt16;
using PxI8 = Byte;
using PxU8 = SByte;
//using PxF32 = System.Runtime.InteropServices.NFloat;
//using PxF64 =double;
//using PxReal = float;
public unsafe class PhysxCommon : IDisposable
{
public const float PxPi = 3.141592653589793f;
public const float PxHalfPi = 1.57079632679489661923f;
public const float PxTwoPi = 6.28318530717958647692f;
public const float PxInvPi = 0.31830988618379067154f;
public const float PxInvTwoPi = 0.15915494309189533577f;
public const float PxPiDivTwo = 1.57079632679489661923f;
public const float PxPiDivFour = 0.78539816339744830962f;
public static PxFoundation* _Foundation;
public static PxPhysics* _Physics;
public static PxMaterial* _Material;
public static PxDefaultCpuDispatcher* _Dispatcher;
public static PxPvd* _Pvd;
public static PxAllocatorCallback _Allocator;
public static PxDefaultErrorCallback _ErrorCallback;
bool disposedValue;
public PhysxCommon() { }
public static PhysxCommon Instance { get { return instance; } }
private static readonly PhysxCommon instance = new PhysxCommon();
//系统自动调用
~PhysxCommon()
{
Dispose(disposing: false);
}
private void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
// cleanup managed code
}
// cleanup unmanaged resource
disposedValue = true;
}
}
//手动调用
public void Dispose()
{
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
//physx_common::~physx_common() { Destory(); }
public bool InitPhyxsSDK()
{
// create physics
uint PX_PHYSICS_VERSION_MAJOR = 5;
uint PX_PHYSICS_VERSION_MINOR = 1;
uint PX_PHYSICS_VERSION_BUGFIX = 3;
uint versionNumber = (PX_PHYSICS_VERSION_MAJOR << 24) + (PX_PHYSICS_VERSION_MINOR << 16) + (PX_PHYSICS_VERSION_BUGFIX << 8);
if (_Foundation == null)
{
fixed (PxAllocatorCallback* allocPtr = &_Allocator)
{
fixed (PxDefaultErrorCallback* errorPtr = &_ErrorCallback)
{
//_Foundation = phys_PxCreateFoundation(versionNumber, allocPtr,
//errorPtr);
// _Foundation =
}
}
}
if (_Foundation == null)
{
//LogMgr::GetInstance()->Error(
// "physx_common::InitPhyxsSDK() error:px_foundation_ is null");
return false;
}
//if (!px_pvd_)
//{
// px_pvd_ = PxCreatePvd(*px_foundation_);
//}
//if (px_pvd_ == nullptr) return false;
if (_Physics == null)
{
var tolerancesScale = new PxTolerancesScale { length = 1, speed = 10 };
_Physics = phys_PxCreatePhysics(versionNumber, _Foundation, &tolerancesScale, true, _Pvd, null);
}
if (_Physics == null)
{
//LogMgr::GetInstance()->Error(
// "physx_common::InitPhyxsSDK() error: px_physics_ is null");
return false;
}
if (_Dispatcher == null)
//_Dispatcher = phys_PxDefaultCpuDispatcherCreate(0);
phys_PxDefaultCpuDispatcherCreate(1, null, PxDefaultCpuDispatcherWaitForWorkMode.WaitForWork, 0);
if (_Material == null)
// _Material = _Physics->createMaterial(0.0f, 0.0f, 0.0f);
_Material = PxPhysics_createMaterial_mut(_Physics, 0.0f, 0.0f, 0.0f);
return true;
}
//public void Destory()
//{
//if (instance_ != nullptr)
//{
// ReleaseSDK();
// delete instance_;
// instance_ = nullptr;
//}
//}
bool IsConnectedPvd()
{
// return _Pvd !=null ? _Pvd->PxPvd_isConnected_mut() : false;
return _Pvd != null ? PxPvd_isConnected_mut(_Pvd, true) : false;
}
public void ConnectPvdServer()
{
if (IsConnectedPvd() == false)
return;
if (_Pvd == null)
return;
//PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(g_pGameWorld->m_Settings.Ip_Pvd, 5425, 10);
byte hostip = 10;
PxPvdTransport* transport = phys_PxDefaultPvdSocketTransportCreate(&hostip, 5425, 10);
if (transport == null)
return;
bool is_connected = _Pvd->ConnectMut(transport, PxPvdInstrumentationFlags.All);
if (!is_connected)
{
//LogMgr::GetInstance()->Error(
// "physx_common::InitPhyxsSDK() error:pvd connect error.");
}
}
public void DisconnectPvdServer()
{
if (!IsConnectedPvd())
return;
if (_Pvd == null) return;
_Pvd->DisconnectMut();
}
public void ReleaseSDK()
{
if (_Physics != null)
{
_Dispatcher->ReleaseMut();
_Physics->ReleaseMut();
if (_Pvd != null)
{
PxPvdTransport* transport = _Pvd->GetTransportMut();
if (transport != null)
{
transport->ReleaseMut();
transport = null;
}
_Pvd->ReleaseMut();
_Pvd = null;
}
_Foundation->ReleaseMut();
_Dispatcher = null;
_Physics = null;
_Foundation = null;
}
}
public PxPhysics* GetPhysics() { return _Physics; }
public PxDefaultCpuDispatcher* GetCpuDispatcher() { return _Dispatcher; }
public PxMaterial* GetDefaultMaterial() { return _Material; }
/////////////////////////////////////////////////////////////////////////
// maths tools
/////////////////////////////////////////////////////////////////////////
void SetEulerYXZ(ref float yaw, ref float pitch,
ref float roll, ref PxQuat quat)
{
float halfYaw = yaw * 0.5f;
float halfPitch = pitch * 0.5f;
float halfRoll = roll * 0.5f;
float cosYaw = MathF.Cos(halfYaw);
float sinYaw = MathF.Sin(halfYaw);
float cosPitch = MathF.Cos(halfPitch);
float sinPitch = MathF.Sin(halfPitch);
float cosRoll = MathF.Cos(halfRoll);
float sinRoll = MathF.Sin(halfRoll);
//效率更高
quat.x = cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw;
quat.y = cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw;
quat.z = sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw;
quat.w = cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw;
}
//PxVec3 GetQuatRotate(KVector3D& dir, KVector3D& velocity)
//{
// PxQuat px_qua;
// SetEulerYXZ((float)((PI_F * dir.nY) / (1000 * 180)), (float)((PI_F * dir.nX) / (1000 * 180)),
// (float)((PI_F * dir.nZ) / (1000 * 180)), px_qua);
// return px_qua.rotate(PxVec3((float)velocity.nX, (float)velocity.nY,
// (float)velocity.nZ));
//}
PxVec3 QuatToEuler(PxQuat* q)
{
//PxVec3 dir = -PxMat33(q)[2];
PxVec3 dir = PxVec3_new_3(-q->Mat33New6().column2.x, -q->Mat33New6().column2.y, -q->Mat33New6().column2.z);
float r = MathF.Sqrt(dir.x * dir.x + dir.z * dir.z);
PxVec3 rot = PxVec3_new_3(0.0f, PxHalfPi, 0.0f);
if (r != 0.0f)
{
rot.x = -MathF.Atan(dir.y / r);
rot.y = MathF.Asin(dir.x / r);
if (dir.z > 0.0f) rot.y = PxPi - rot.y;
}
return rot;
}
PxVec3 GetEuler(PxVec3 forward)
{
PxVec3 euler = PxVec3_new_3(0, 0, 0);
PxVec3 tmp_forward = forward;
tmp_forward.y = 0;
//tmp_forward = BaseBehavior::SafeNormalized(tmp_forward);
// xz平面
//float angle = BaseBehavior::PxVec3Angle(PxVec3(0, 0, 1), tmp_forward) /
// PxPi * 180; // 角度值
//TODO:需要重写
float angle = 1.0f;
if (tmp_forward.x >= 0)
{
euler.y = angle;
}
else
{
euler.y = -angle;
}
// pitch角度
tmp_forward = forward;
tmp_forward.z = MathF.Sqrt(tmp_forward.x * tmp_forward.x + tmp_forward.z * tmp_forward.z);
tmp_forward.x = 0;
//tmp_forward = BaseBehavior::SafeNormalized(tmp_forward);
//angle = BaseBehavior::PxVec3Angle(PxVec3(0, 0, 1), tmp_forward) /
// PxPi * 180; // 角度值
if (tmp_forward.y >= 0)
{
euler.x = -angle;
}
else
{
euler.x = angle;
}
return euler;
}
float GetAngle(PxVec3* v0, PxVec3* v1)
{
float m = v0->MagnitudeSquared() * v1->MagnitudeSquared();
float s = MathF.Sqrt(m);
if (s < (float)(1e-20f))
{
return 0.0f;
}
s = 1.0f / s;
return MathF.Acos(v0->Dot(v1) * s);
}
void QuatToMatrix(float* quat, float* matrix)
{
float xx = quat[0] * quat[0];
float yy = quat[1] * quat[1];
float zz = quat[2] * quat[2];
float xy = quat[0] * quat[1];
float xz = quat[0] * quat[2];
float yz = quat[1] * quat[2];
float wx = quat[3] * quat[0];
float wy = quat[3] * quat[1];
float wz = quat[3] * quat[2];
matrix[0 * 4 + 0] = 1 - 2 * (yy + zz);
matrix[1 * 4 + 0] = 2 * (xy - wz);
matrix[2 * 4 + 0] = 2 * (xz + wy);
matrix[0 * 4 + 1] = 2 * (xy + wz);
matrix[1 * 4 + 1] = 1 - 2 * (xx + zz);
matrix[2 * 4 + 1] = 2 * (yz - wx);
matrix[0 * 4 + 2] = 2 * (xz - wy);
matrix[1 * 4 + 2] = 2 * (yz + wx);
matrix[2 * 4 + 2] = 1 - 2 * (xx + yy);
matrix[3 * 4 + 0] = matrix[3 * 4 + 1] = matrix[3 * 4 + 2] =
(float)0.0f;
matrix[0 * 4 + 3] = matrix[1 * 4 + 3] = matrix[2 * 4 + 3] =
(float)0.0f;
matrix[3 * 4 + 3] = (float)1.0f;
}
PxVec3 ToEulerAngle(float* quat)
{
// float matrix[16];
float* matrix = stackalloc float[16];
QuatToMatrix(quat, matrix);
float m11 = matrix[0], m12 = matrix[4], m13 = matrix[8];
float m21 = matrix[1], m22 = matrix[5], m23 = matrix[9];
float m31 = matrix[2], m32 = matrix[6], m33 = matrix[10];
if (m23 < -1)
{
m23 = -1;
}
if (m23 > 1)
{
m23 = 1;
}
float _x, _y, _z;
_x = MathF.Asin(-m23);
if (MathF.Abs(m23) < 0.99999)
{
_y = MathF.Atan2(m13, m33);
_z = MathF.Atan2(m21, m22);
}
else
{
_y = MathF.Atan2(-m31, m11);
_z = 0;
}
return PxVec3_new_3(_x, _y, _z);
}
public double Distance2(PxVec3* a, PxVec3* b)
{
PxVec3 tmp = a->Multiply(b);
return tmp.Dot(&tmp);
}
public double Distane(PxVec3* a, ref PxVec3* b)
{
return Math.Sqrt(Distance2(a, b));
}
}
}