Added width to trigger line rendering, abstracted PhysX away a bit
This commit is contained in:
@@ -1,4 +1,5 @@
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PHYSX_DEFAULT_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
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PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
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PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.TriggerShape);
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PhysX_Handle :: #type, distinct u32;
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@@ -44,6 +45,33 @@ init_physx :: () {
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dispatcher = PhysX.PxDefaultCpuDispatcherCreate(2);
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material = PhysX.PxPhysics_createMaterial(physics, 0.0, 0.0, 0.6);
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// Callbacks
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info : PhysX.SimulationEventCallbackInfo;
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info.triggerCallback = on_physx_trigger;
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event_callback = PhysX.create_simulation_event_callbacks(*info);
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}
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internal_on_trigger_enter :: (trigger: *Entity, other: *Entity) {
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print("% entered by %\n", trigger.type, other.type);
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}
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internal_on_trigger_exit :: (trigger: *Entity, other: *Entity) {
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print("% exited by %\n", trigger.type, other.type);
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}
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on_physx_trigger :: (_u: *void, pair: *PhysX.PxTriggerPair, count: u32) #c_call {
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push_context {
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trigger := cast(*Entity)pair.triggerActor.userData;
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other := cast(*Entity)pair.otherActor.userData;
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status := cast(PhysX.PxPairFlags)pair.status;
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if status & .NotifyTouchFound {
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internal_on_trigger_enter(trigger, other);
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} else if status & .NotifyTouchLost {
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internal_on_trigger_exit(trigger, other);
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}
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}
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}
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tick_physx :: (scene: *PhysX_Scene, dt: float) {
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@@ -60,6 +88,7 @@ init_physx_scene :: (game_scene: *Scene) {
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scene_desc.gravity.y = -9.81;
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scene_desc.cpuDispatcher = xx dispatcher;
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scene_desc.simulationEventCallback = event_callback;
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PhysX.set_default_filter_shader(*scene_desc);
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scene := PhysX.PxPhysics_createScene(physics, *scene_desc);
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@@ -86,11 +115,15 @@ deinit_physx_scene :: (game_scene: *Scene) {
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pre_physx_sync :: (game_scene: *Scene) {
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for game_scene.entities {
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if it.physx_handle != 0 {
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// @Incomplete: Update the transform!
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physx_actor := parray_get(*game_scene.physx_scene.actors, it.physx_handle);
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if physx_actor.type == .DYNAMIC {
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PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.velocity, true);
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if it.flags & .PHYSICS {
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if it.physics.physx_handle != 0 {
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// @Incomplete: Update the transform!
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physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle);
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if physx_actor.type == .DYNAMIC {
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PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true);
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}
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} else {
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create_physx_actor(it);
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}
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}
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}
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@@ -98,33 +131,106 @@ pre_physx_sync :: (game_scene: *Scene) {
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post_physx_sync :: (game_scene: *Scene) {
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for game_scene.entities {
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if it.physx_handle != 0 {
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physx_actor := parray_get(*game_scene.physx_scene.actors, it.physx_handle);
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if physx_actor.type == .DYNAMIC {
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vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic);
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it.velocity = vel;
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if it.flags & .PHYSICS {
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if it.physics.physx_handle != 0 {
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physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle);
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if physx_actor.type == .DYNAMIC {
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vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic);
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it.physics.velocity = vel;
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transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic);
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transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic);
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if physx_actor.sync_rotation_from_physx {
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set_position_rotation(it, transform.p, transform.q);
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} else {
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set_position(it, transform.p);
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if physx_actor.sync_rotation_from_physx {
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set_position_rotation(it, transform.p, transform.q);
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} else {
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set_position(it, transform.p);
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}
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}
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}
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}
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}
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}
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create_physx_actor :: (e: *Entity) {
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actor : *PhysX.PxRigidActor;
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transform : PhysX.PxTransform;
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if e.physics.type == .CAPSULE {
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angle := PI * 0.5;
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half_angle := angle * 0.5;
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sin_half := sin(half_angle);
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cos_half := cos(half_angle);
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rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
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transform = PhysX.PxTransform_new(*e.transform.position, *rotation);
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} else {
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transform = PhysX.PxTransform_new(*e.transform.position, *e.transform.orientation);
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}
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if e.physics.dynamic {
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dynamic := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
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actor = dynamic;
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if e.physics.lock & .ANGULAR_X {
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PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
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}
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if e.physics.lock & .ANGULAR_Y {
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PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
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}
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if e.physics.lock & .ANGULAR_Z {
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PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
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}
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} else {
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actor = PhysX.PxPhysics_createRigidStatic(physics, *transform);
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}
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material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
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geo : *PhysX.PxGeometry;
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actor.userData = e;
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if e.physics.type == {
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case .SPHERE; {
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geo = PhysX.PxSphereGeometry_new(e.physics.sphere.radius);
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}
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case .BOX; {
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geo = PhysX.PxBoxGeometry_new(e.physics.box.half_extent*e.transform.scale);
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}
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case .CAPSULE; {
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geo = PhysX.PxCapsuleGeometry_new(e.physics.capsule.radius, e.physics.capsule.half_height-e.physics.capsule.radius);
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}
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}
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shape := PhysX.PxPhysics_createShape(physics, geo, material, false, ifx e.physics.trigger then PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS else PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS);
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PhysX.PxRigidActor_attachShape(actor, shape);
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PhysX.PxScene_addActor(e.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 = ifx e.physics.dynamic then .DYNAMIC else .STATIC;
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physics_actor.sync_rotation_from_physx = e.physics.type != .CAPSULE; // @Incomplete
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if physics_actor.type == .DYNAMIC {
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physics_actor.dynamic = xx actor;
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} else {
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physics_actor.static = xx actor;
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}
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e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
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e.physics.enabled = true;
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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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actor.userData = entity;
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material := PhysX.PxPhysics_createMaterial(physics, 0.1, 0.1, 0.5);
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@@ -160,7 +266,10 @@ add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> Phy
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rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
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transform := PhysX.PxTransform_new(*entity.transform.position, *rotation);
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actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
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actor.userData = entity;
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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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@@ -184,7 +293,7 @@ add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> Phy
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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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return entity.physics.physx_handle;
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}
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add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{}) -> PhysX_Handle {
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@@ -193,6 +302,7 @@ add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{})
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t := PhysX.PxTransform_new(*pos, *entity.transform.orientation);
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body := PhysX.PxPhysics_createRigidStatic(physics, *t);
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body.userData = entity;
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PhysX.PxRigidActor_attachShape(body, shape);
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PhysX.PxScene_addActor(entity.scene.physx_scene.scene, body, null);
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@@ -203,7 +313,7 @@ add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{})
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physics_actor.static = body;
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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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return entity.physics.physx_handle;
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}
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@@ -254,4 +364,5 @@ default_allocator : PhysX.PxAllocatorCallback;
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default_error_callback : PhysX.PxErrorCallback;
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default_filter_shader : PhysX.SimulationFilterShader;
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dispatcher : *PhysX.PxDefaultCpuDispatcher;
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event_callback : *PhysX.PxSimulationEventCallback;
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