Deleted unused PhysX procs. Fixed capsule
This commit is contained in:
@@ -77,6 +77,7 @@ MAX_CHILDREN :: 16;
|
||||
restitution: float;
|
||||
|
||||
lock: Physics_Lock;
|
||||
offset: Vector3;
|
||||
|
||||
type: Collider_Type;
|
||||
union {
|
||||
|
||||
@@ -154,6 +154,7 @@ post_physx_sync :: (game_scene: *Scene) {
|
||||
create_physx_actor :: (e: *Entity) {
|
||||
actor : *PhysX.PxRigidActor;
|
||||
transform : PhysX.PxTransform;
|
||||
position := e.transform.position + e.physics.offset;
|
||||
|
||||
if e.physics.type == .CAPSULE {
|
||||
angle := PI * 0.5;
|
||||
@@ -163,9 +164,9 @@ create_physx_actor :: (e: *Entity) {
|
||||
cos_half := cos(half_angle);
|
||||
|
||||
rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
|
||||
transform = PhysX.PxTransform_new(*e.transform.position, *rotation);
|
||||
transform = PhysX.PxTransform_new(*position, *rotation);
|
||||
} else {
|
||||
transform = PhysX.PxTransform_new(*e.transform.position, *e.transform.orientation);
|
||||
transform = PhysX.PxTransform_new(*position, *e.transform.orientation);
|
||||
}
|
||||
|
||||
if e.physics.dynamic {
|
||||
@@ -225,114 +226,6 @@ create_physx_actor :: (e: *Entity) {
|
||||
e.physics.enabled = true;
|
||||
}
|
||||
|
||||
add_physx_sphere :: (entity: *Entity, radius: float) -> PhysX_Handle {
|
||||
geo := PhysX.PxSphereGeometry_new(radius);
|
||||
|
||||
transform := PhysX.PxTransform_new(*entity.transform.position);
|
||||
actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
||||
actor.userData = entity;
|
||||
|
||||
material := PhysX.PxPhysics_createMaterial(physics, 0.1, 0.1, 0.5);
|
||||
|
||||
//PhysX.PxMaterial_setRestitutionCombineMode(material,1); // Turn off restitution no matter the other material
|
||||
|
||||
shape := PhysX.PxPhysics_createShape(physics, *geo, material, false, PHYSX_DEFAULT_SHAPE_FLAGS);
|
||||
PhysX.PxRigidActor_attachShape(actor, shape);
|
||||
|
||||
PhysX.PxRigidBodyExt_updateMassAndInertia(actor, 0.1, null, false);
|
||||
PhysX.PxScene_addActor(entity.scene.physx_scene.scene, actor, null);
|
||||
|
||||
PhysX.PxShape_release(shape);
|
||||
PhysX.PxBase_release(material);
|
||||
|
||||
physics_actor : PhysX_Actor;
|
||||
physics_actor.type = .DYNAMIC;
|
||||
physics_actor.sync_rotation_from_physx = true;
|
||||
physics_actor.dynamic = actor;
|
||||
|
||||
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
||||
return entity.physx_handle;
|
||||
}
|
||||
|
||||
add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> PhysX_Handle {
|
||||
geo := PhysX.PxCapsuleGeometry_new(radius, half_height-radius);
|
||||
|
||||
angle := PI * 0.5;
|
||||
half_angle := angle * 0.5;
|
||||
|
||||
sin_half := sin(half_angle);
|
||||
cos_half := cos(half_angle);
|
||||
|
||||
rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
|
||||
|
||||
transform := PhysX.PxTransform_new(*entity.transform.position, *rotation);
|
||||
|
||||
actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
|
||||
actor.userData = entity;
|
||||
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
|
||||
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(actor, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
|
||||
|
||||
material := PhysX.PxPhysics_createMaterial(physics, 0.0, 0.0, 0.0);
|
||||
|
||||
PhysX.PxMaterial_setRestitutionCombineMode(material,1); // Turn off restitution no matter the other material
|
||||
|
||||
shape := PhysX.PxPhysics_createShape(physics, *geo, material, false, PHYSX_DEFAULT_SHAPE_FLAGS);
|
||||
PhysX.PxRigidActor_attachShape(actor, shape);
|
||||
|
||||
PhysX.PxRigidBodyExt_updateMassAndInertia(actor, 0.1, null, false);
|
||||
PhysX.PxScene_addActor(entity.scene.physx_scene.scene, actor, null);
|
||||
|
||||
PhysX.PxShape_release(shape);
|
||||
PhysX.PxBase_release(material);
|
||||
|
||||
physics_actor : PhysX_Actor;
|
||||
physics_actor.type = .DYNAMIC;
|
||||
physics_actor.sync_rotation_from_physx = false;
|
||||
physics_actor.dynamic = actor;
|
||||
|
||||
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
||||
return entity.physics.physx_handle;
|
||||
}
|
||||
|
||||
add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{}) -> PhysX_Handle {
|
||||
shape := PhysX.PxPhysics_createShape(physics, PhysX.PxBoxGeometry_new(half_extent), material, false, PHYSX_DEFAULT_SHAPE_FLAGS);
|
||||
pos := entity.transform.position + offset;
|
||||
t := PhysX.PxTransform_new(*pos, *entity.transform.orientation);
|
||||
|
||||
body := PhysX.PxPhysics_createRigidStatic(physics, *t);
|
||||
body.userData = entity;
|
||||
PhysX.PxRigidActor_attachShape(body, shape);
|
||||
PhysX.PxScene_addActor(entity.scene.physx_scene.scene, body, null);
|
||||
|
||||
PhysX.PxShape_release(shape);
|
||||
|
||||
physics_actor : PhysX_Actor;
|
||||
physics_actor.type = .STATIC;
|
||||
physics_actor.static = body;
|
||||
|
||||
entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor);
|
||||
return entity.physics.physx_handle;
|
||||
|
||||
}
|
||||
|
||||
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, PHYSX_DEFAULT_SHAPE_FLAGS);
|
||||
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;
|
||||
local_tm := PhysX.PxTransform_new(*pos);
|
||||
|
||||
body := PhysX.PxPhysics_createRigidDynamic(physics, *PhysX.PxTransform_transform(*t, *local_tm));
|
||||
PhysX.PxRigidActor_attachShape(body, shape);
|
||||
PhysX.PxRigidBodyExt_updateMassAndInertia(body, 10., null, false);
|
||||
PhysX.PxScene_addActor(scene, body, null);
|
||||
}
|
||||
}
|
||||
//shape->release();
|
||||
}
|
||||
|
||||
Hit :: struct {
|
||||
|
||||
}
|
||||
@@ -344,16 +237,6 @@ physx_raycast :: (origin: Vector3, direction: Vector3, max_distance: float = 100
|
||||
return has_hit, .{};
|
||||
}
|
||||
|
||||
create_dynamic :: (scene: *PhysX.PxScene, t: PhysX.PxTransform, geometry: *PhysX.PxGeometry, velocity: Vector3 = .{}) -> *PhysX.PxRigidDynamic {
|
||||
p := Vector3.{0,0,0};
|
||||
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);
|
||||
return dynamic;
|
||||
}
|
||||
|
||||
PhysX :: #import "PhysX";
|
||||
|
||||
#scope_file
|
||||
|
||||
Reference in New Issue
Block a user