diff --git a/physics/physx.jai b/physics/physx.jai index a399680..313b575 100644 --- a/physics/physx.jai +++ b/physics/physx.jai @@ -13,7 +13,7 @@ init_physx :: () { PhysX.PxPvd_connect(pvd, transport, cast(u8)PhysX.PxPvdInstrumentationFlags.ALL); tolerance_scale : PhysX.PxTolerancesScale; - tolerance_scale.length = 100; + tolerance_scale.length = 1; tolerance_scale.speed = 981; physics = PhysX.PxCreatePhysics(PhysX.PX_PHYSICS_VERSION, foundation, *tolerance_scale, true, pvd, null); @@ -22,20 +22,23 @@ init_physx :: () { } tick_physx :: (scene: *PhysX.PxScene, dt: float) { - PhysX.PxScene_simulate(scene, dt, null, null, 0, false); + PhysX.PxScene_simulate(scene, 1.0/60.0, null, null, 0, true); PhysX.PxScene_fetchResults(scene, true, null); } +plane : Plane3; + create_physx_scene :: () -> *PhysX.PxScene { tolerance_scale : PhysX.PxTolerancesScale; - tolerance_scale.length = 100; - tolerance_scale.speed = 981; + tolerance_scale.length = 1; + tolerance_scale.speed = 10; scene_desc := PhysX.PxSceneDesc_new(*tolerance_scale); scene_desc.gravity.y = -9.81; scene_desc.cpuDispatcher = xx dispatcher; PhysX.set_default_filter_shader(*scene_desc); + scene := PhysX.PxPhysics_createScene(physics, *scene_desc); // @Incomplete: If debug @@ -44,45 +47,42 @@ create_physx_scene :: () -> *PhysX.PxScene { PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_CONSTRAINTS, true); PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_CONTACTS, true); PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_SCENEQUERIES, true); - //PhysX.PxScene_setVisualizationParameter(scene, 0, 1.0); - //PhysX.PxScene_setVisualizationParameter(scene, 1, 2.0); } -{ - plane := PhysX.PxPlane_new(0.0,-1.0,0.0,50.0); - ground_plane := PhysX.PxCreatePlane(physics, *plane, material); - PhysX.PxScene_addActor(scene, ground_plane, null); -} - -{ - plane := PhysX.PxPlane_new(0.0,-1.0,0.0,50.0); - ground_plane := PhysX.PxCreatePlane(physics, *plane, material); - PhysX.PxScene_addActor(scene, ground_plane, null); -} - -{ - plane := PhysX.PxPlane_new(0.0,-1.0,0.0,50.0); - ground_plane := PhysX.PxCreatePlane(physics, *plane, material); - PhysX.PxScene_addActor(scene, ground_plane, null); -} - -{ - plane := PhysX.PxPlane_new(0.0,-1.0,0.0,50.0); - ground_plane := PhysX.PxCreatePlane(physics, *plane, material); - PhysX.PxScene_addActor(scene, ground_plane, null); -} + { + plane_point := Vector3.{0,0,0}; + plane_normal := Vector3.{0,1,0}; + plane = PhysX.PxPlane_new(*plane_point, *plane_normal); + ground_plane := PhysX.PxCreatePlane(physics, *plane, material); + PhysX.PxScene_addActor(scene, ground_plane, null); + } - stack_z := 10.0; + stack_z := 0.0; for i: 0..4 { - stack_pos := Vector3.{0,100,stack_z}; + stack_pos := Vector3.{0,10,stack_z}; stack_z -= 10.0; create_stack(scene, PhysX.PxTransform_new(*stack_pos), 10, 2.0); } + { + pos := Vector3.{0,20,100}; + geo := PhysX.PxSphereGeometry_new(5); + vel := Vector3.{0,-25,-100}; + + ball := create_dynamic(scene, PhysX.PxTransform_new(*pos), *geo, vel); + density := 1000.0; + PhysX.PxRigidBodyExt_updateMassAndInertia(ball, density, null, true); + } + return scene; } - +PxShapeFlags :: enum_flags u8 { + SimulationShape :: 1 << 0; + SceneQueryShape :: 1 << 1; + TriggerShape :: 1 << 2; + Visualization :: 1 << 3; +} create_stack :: (scene: *PhysX.PxScene, t: PhysX.PxTransform, size: u32, half_extent: float) { - shape := PhysX.PxPhysics_createShape(physics, PhysX.PxBoxGeometry_new(half_extent, half_extent, half_extent), material, false, 0); + shape := PhysX.PxPhysics_createShape(physics, PhysX.PxBoxGeometry_new(half_extent, half_extent, half_extent), material, false, xx (PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape)); for i: 0..size-1 { for j: 0..size-i-1 { pos := Vector3.{cast(float)(j*2) - cast(float)(size-i), cast(float)(i*2+1), 0} * half_extent; @@ -98,9 +98,10 @@ create_stack :: (scene: *PhysX.PxScene, t: PhysX.PxTransform, size: u32, half_ex } -create_dynamic :: (scene: *PhysX.PxScene, t: PhysX.PxTransform, geometry: PhysX.PxGeometry, velocity: Vector3 = .{}) -> *PhysX.PxRigidDynamic { +create_dynamic :: (scene: *PhysX.PxScene, t: PhysX.PxTransform, geometry: *PhysX.PxGeometry, velocity: Vector3 = .{}) -> *PhysX.PxRigidDynamic { p := Vector3.{0,0,0}; - dynamic := PhysX.PxCreateDynamic(physics, *t, *geometry, material, 10.0, *PhysX.PxTransform_new(cast(s32)PhysX.PxIDENTITY.PxIdentity)); + transform := PhysX.PxTransform_new(cast(s32)PhysX.PxIDENTITY.PxIdentity); + dynamic := PhysX.PxCreateDynamic(physics, *t, geometry, material, 10.0, *transform); PhysX.PxRigidBody_setAngularDamping(dynamic, 0.5); PhysX.PxRigidDynamic_setLinearVelocity(dynamic, *velocity, true); PhysX.PxScene_addActor(scene, dynamic, null);