Physics optional
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@@ -1,4 +1,4 @@
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PHYSX_TEST :: false; PHYSX_DEFAULT_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
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PHYSX_DEFAULT_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
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PhysX_Handle :: #type, distinct u32;
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@@ -116,6 +116,38 @@ post_physx_sync :: (game_scene: *Scene) {
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}
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}
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add_physx_sphere :: (entity: *Entity, radius: float) -> PhysX_Handle {
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geo := PhysX.PxSphereGeometry_new(radius);
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transform := PhysX.PxTransform_new(*entity.transform.position);
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actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
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//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
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//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
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//PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
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material := PhysX.PxPhysics_createMaterial(physics, 0.1, 0.1, 0.5);
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//PhysX.PxMaterial_setRestitutionCombineMode(material,1); // Turn off restitution no matter the other material
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shape := PhysX.PxPhysics_createShape(physics, *geo, material, false, PHYSX_DEFAULT_SHAPE_FLAGS);
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PhysX.PxRigidActor_attachShape(actor, shape);
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PhysX.PxRigidBodyExt_updateMassAndInertia(actor, 0.1, null, false);
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PhysX.PxScene_addActor(entity.scene.physx_scene.scene, actor, null);
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PhysX.PxShape_release(shape);
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PhysX.PxBase_release(material);
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physics_actor : PhysX_Actor;
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physics_actor.type = .DYNAMIC;
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physics_actor.sync_rotation_from_physx = true;
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physics_actor.dynamic = actor;
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entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
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return entity.physx_handle;
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}
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add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> PhysX_Handle {
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geo := PhysX.PxCapsuleGeometry_new(radius, half_height-radius);
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@@ -145,8 +177,7 @@ add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> Phy
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PhysX.PxScene_addActor(entity.scene.physx_scene.scene, actor, null);
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PhysX.PxShape_release(shape);
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// @Incomplete
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//PhysX.PxMaterial_release(material);
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PhysX.PxBase_release(material);
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physics_actor : PhysX_Actor;
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physics_actor.type = .DYNAMIC;
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