Deleted unused PhysX procs. Fixed capsule

This commit is contained in:
2025-07-19 23:59:46 +02:00
parent 9353bc3e07
commit 99827fce44
2 changed files with 4 additions and 120 deletions

View File

@@ -77,6 +77,7 @@ MAX_CHILDREN :: 16;
restitution: float;
lock: Physics_Lock;
offset: Vector3;
type: Collider_Type;
union {

View File

@@ -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