Character controller

This commit is contained in:
2025-07-26 11:53:20 +02:00
parent f62203973f
commit be4775ff93

View File

@@ -6,6 +6,7 @@ PhysX_Handle :: #type, distinct u32;
PhysX_Actor_Type :: enum {
STATIC;
DYNAMIC;
CHARACTER;
}
PhysX_Actor :: struct {
@@ -16,12 +17,15 @@ PhysX_Actor :: struct {
union {
static: *PhysX.PxRigidStatic;
dynamic: *PhysX.PxRigidDynamic;
controller: *PhysX.PxController;
}
}
PhysX_Scene :: struct {
scene: *PhysX.PxScene;
actors : PArray(PhysX_Actor, PhysX_Handle);
controller_manager: *PhysX.PxControllerManager;
}
init_physx :: () {
@@ -77,7 +81,25 @@ on_physx_trigger :: (_u: *void, pair: *PhysX.PxTriggerPair, count: u32) #c_call
}
tick_physx :: (scene: *PhysX_Scene, dt: float) {
// Move all character controllers first
filter_data := PhysX.PxFilterData_new();
filter := PhysX.PxControllerFilters_new();
for e: engine.current_scene.entities {
if e.flags & .PHYSICS {
if e.physics.physx_handle != 0 {
physx_actor := parray_get(*engine.current_scene.physx_scene.actors, e.physics.physx_handle);
if physx_actor.type == .CHARACTER {
movement := e.physics.velocity * dt;
flags := PhysX.PxController_move(physx_actor.controller, *movement, 0.001, dt, *filter, null);
}
}
}
}
// Simulate
PhysX.PxScene_simulate(scene.scene, dt, null, null, 0, true);
// Sync results back
PhysX.PxScene_fetchResults(scene.scene, true, null);
}
@@ -120,6 +142,7 @@ init_physx_scene :: (game_scene: *Scene) {
physx_scene.scene = scene;
physx_scene.actors.data.allocator = game_scene.allocator;
physx_scene.actors.indices.allocator = game_scene.allocator;
physx_scene.controller_manager = PhysX.PxCreateControllerManager(scene, false);
game_scene.physx_scene = physx_scene;
}
@@ -134,8 +157,10 @@ pre_physx_sync :: (game_scene: *Scene) {
if it.physics.physx_handle != 0 {
// @Incomplete: Update the transform!
physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle);
if physx_actor.type == .DYNAMIC {
PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true);
if physx_actor.type == {
case .DYNAMIC; {
PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true);
}
}
} else {
create_physx_actor(it);
@@ -167,194 +192,222 @@ 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 == .CHARACTER {
material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
if e.physics.type == .CAPSULE {
angle := PI * 0.5;
half_angle := angle * 0.5;
desc := PhysX.PxCapsuleControllerDesc_new_alloc();
desc.height = e.physics.character.height;
desc.radius = e.physics.character.radius;
desc.stepOffset = 0.2;
desc.slopeLimit = cos(PI * 0.25);
desc.contactOffset = 0.1;
desc.material = material;
desc.position = .{};
desc.density = 10.0;
desc.userData = null;
sin_half := sin(half_angle);
cos_half := cos(half_angle);
scene := engine.current_scene.physx_scene;
controller := PhysX.PxControllerManager_createController(scene.controller_manager, desc);
PhysX.PxCapsuleControllerDesc_delete(desc);
rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
transform = PhysX.PxTransform_new(*position, *rotation);
physics_actor : PhysX_Actor;
physics_actor.type = .CHARACTER;
physics_actor.sync_rotation_from_physx = false;//e.physics.type != .CAPSULE; // @Incomplete
physics_actor.controller = controller;
e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
e.physics.enabled = true;
} else {
transform = PhysX.PxTransform_new(*position, *e.transform.orientation);
}
actor : *PhysX.PxRigidActor;
transform : PhysX.PxTransform;
position := e.transform.position + e.physics.offset;
if e.physics.dynamic {
dynamic := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
actor = dynamic;
if e.physics.type == .CAPSULE {
angle := PI * 0.5;
half_angle := angle * 0.5;
if e.physics.lock & .ANGULAR_X {
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
}
if e.physics.lock & .ANGULAR_Y {
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
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(*position, *rotation);
} else {
transform = PhysX.PxTransform_new(*position, *e.transform.orientation);
}
if e.physics.lock & .ANGULAR_Z {
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
if e.physics.dynamic {
dynamic := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
actor = dynamic;
if e.physics.lock & .ANGULAR_X {
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
}
if e.physics.lock & .ANGULAR_Y {
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
}
if e.physics.lock & .ANGULAR_Z {
PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
}
} else {
actor = PhysX.PxPhysics_createRigidStatic(physics, *transform);
}
} else {
actor = PhysX.PxPhysics_createRigidStatic(physics, *transform);
}
material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
geo : *PhysX.PxGeometry;
actor.userData = e;
material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
geo : *PhysX.PxGeometry;
if e.physics.type == {
case .SPHERE; {
geo = PhysX.PxSphereGeometry_new(e.physics.sphere.radius);
}
case .BOX; {
geo = PhysX.PxBoxGeometry_new(e.physics.box.half_extent*e.transform.scale);
}
case .CAPSULE; {
geo = PhysX.PxCapsuleGeometry_new(e.physics.capsule.radius, e.physics.capsule.half_height-e.physics.capsule.radius);
}
case .CONVEX_MESH; {
if e.flags & .RENDERABLE {
points : [..] Vector3;
points.allocator = temp;
indices : [..] u32;
indices.allocator = temp;
actor.userData = e;
model := get_model_by_handle(e.renderable.model);
if e.physics.type == {
case .SPHERE; {
geo = PhysX.PxSphereGeometry_new(e.physics.sphere.radius);
}
case .BOX; {
geo = PhysX.PxBoxGeometry_new(e.physics.box.half_extent*e.transform.scale);
}
case .CAPSULE; {
geo = PhysX.PxCapsuleGeometry_new(e.physics.capsule.radius, e.physics.capsule.half_height-e.physics.capsule.radius);
}
case .CONVEX_MESH; {
if e.flags & .RENDERABLE {
points : [..] Vector3;
points.allocator = temp;
indices : [..] u32;
indices.allocator = temp;
for node, node_index: model.nodes {
render_data := e.renderable.nodes[node_index];
model := get_model_by_handle(e.renderable.model);
success, inv_matrix := inverse(e.transform.model_matrix);
// We need to undo the local to world part of every world matrix
matrix := inv_matrix * render_data.transform.world_matrix;
for node, node_index: model.nodes {
render_data := e.renderable.nodes[node_index];
if node.meshes.count > 0 {
for m, mi: node.meshes {
index_start : u32 = xx indices.count;
mesh := parray_get(*engine.renderer.meshes, m);
for v: mesh.positions {
array_add(*points, v);//transform_position(v, matrix));
}
success, inv_matrix := inverse(e.transform.model_matrix);
// We need to undo the local to world part of every world matrix
matrix := inv_matrix * render_data.transform.world_matrix;
for i: mesh.indices {
array_add(*indices, index_start + i);
if node.meshes.count > 0 {
for m, mi: node.meshes {
index_start : u32 = xx indices.count;
mesh := parray_get(*engine.renderer.meshes, m);
for v: mesh.positions {
array_add(*points, v);//transform_position(v, matrix));
}
for i: mesh.indices {
array_add(*indices, index_start + i);
}
}
}
}
}
mesh_desc := PhysX.PxConvexMeshDesc_new();
mesh_desc.points.count = xx points.count;
mesh_desc.points.stride = size_of(Vector3);
mesh_desc.points.data = points.data;
mesh_desc := PhysX.PxConvexMeshDesc_new();
mesh_desc.points.count = xx points.count;
mesh_desc.points.stride = size_of(Vector3);
mesh_desc.points.data = points.data;
mesh_desc.polygons.count = cast(u32)(indices.count / 3);
mesh_desc.polygons.stride = 3 * size_of(u32);
mesh_desc.polygons.data = indices.data;
mesh_desc.polygons.count = cast(u32)(indices.count / 3);
mesh_desc.polygons.stride = 3 * size_of(u32);
mesh_desc.polygons.data = indices.data;
if !PhysX.PxValidateConvexMesh(*cooking_params, *mesh_desc) {
assert(false);
if !PhysX.PxValidateConvexMesh(*cooking_params, *mesh_desc) {
assert(false);
}
stream : PhysX.PxOutputStream;
callback := PhysX.PxGetStandaloneInsertionCallback();
//read_buffer : PhysX.PxDefaultMemoryInputData_new(;
cond : s32;
mesh := PhysX.PxCreateConvexMesh(*cooking_params, *mesh_desc, callback, null);
scale := PhysX.PxMeshScale_new(*e.transform.scale);
geo = PhysX.PxConvexMeshGeometry_new(mesh, *scale, 0);
}
stream : PhysX.PxOutputStream;
callback := PhysX.PxGetStandaloneInsertionCallback();
//read_buffer : PhysX.PxDefaultMemoryInputData_new(;
cond : s32;
mesh := PhysX.PxCreateConvexMesh(*cooking_params, *mesh_desc, callback, null);
scale := PhysX.PxMeshScale_new(*e.transform.scale);
geo = PhysX.PxConvexMeshGeometry_new(mesh, *scale, 0);
}
}
case .TRIANGLE_MESH; {
if e.flags & .RENDERABLE {
points : [..] Vector3;
points.allocator = temp;
indices : [..] u32;
indices.allocator = temp;
case .TRIANGLE_MESH; {
if e.flags & .RENDERABLE {
points : [..] Vector3;
points.allocator = temp;
indices : [..] u32;
indices.allocator = temp;
model := get_model_by_handle(e.renderable.model);
model := get_model_by_handle(e.renderable.model);
for node, node_index: model.nodes {
render_data := e.renderable.nodes[node_index];
for node, node_index: model.nodes {
render_data := e.renderable.nodes[node_index];
success, inv_matrix := inverse(e.transform.model_matrix);
// We need to undo the local to world part of every world matrix
matrix := inv_matrix * render_data.transform.world_matrix;
success, inv_matrix := inverse(e.transform.model_matrix);
// We need to undo the local to world part of every world matrix
matrix := inv_matrix * render_data.transform.world_matrix;
if node.meshes.count > 0 {
print("NUM MESHES %\n", node.meshes.count);
for m, mi: node.meshes {
index_start : u32 = xx indices.count;
mesh := parray_get(*engine.renderer.meshes, m);
for v: mesh.positions {
array_add(*points, v);//transform_position(v, matrix));
}
if node.meshes.count > 0 {
print("NUM MESHES %\n", node.meshes.count);
for m, mi: node.meshes {
index_start : u32 = xx indices.count;
mesh := parray_get(*engine.renderer.meshes, m);
for v: mesh.positions {
array_add(*points, v);//transform_position(v, matrix));
}
for i: mesh.indices {
array_add(*indices, index_start + i);
for i: mesh.indices {
array_add(*indices, index_start + i);
}
}
}
}
mesh_desc : PhysX.PxTriangleMeshDesc;
mesh_desc.points.count = xx points.count;
mesh_desc.points.stride = size_of(Vector3);
mesh_desc.points.data = points.data;
mesh_desc.triangles.count = cast(u32)(indices.count / 3);
mesh_desc.triangles.stride = 3 * size_of(u32);
mesh_desc.triangles.data = indices.data;
//if !PhysX.PxValidateTriangleMesh(*cooking_params, *mesh_desc) {
// assert(false);
//}
callback := PhysX.PxGetStandaloneInsertionCallback();
mesh := PhysX.PxCreateTriangleMesh(*cooking_params, *mesh_desc, callback, null);
scale := PhysX.PxMeshScale_new(*e.transform.scale);
geo = PhysX.PxTriangleMeshGeometry_new(mesh, *scale, 0);
}
}
mesh_desc : PhysX.PxTriangleMeshDesc;
mesh_desc.points.count = xx points.count;
mesh_desc.points.stride = size_of(Vector3);
mesh_desc.points.data = points.data;
mesh_desc.triangles.count = cast(u32)(indices.count / 3);
mesh_desc.triangles.stride = 3 * size_of(u32);
mesh_desc.triangles.data = indices.data;
//if !PhysX.PxValidateTriangleMesh(*cooking_params, *mesh_desc) {
// assert(false);
//}
callback := PhysX.PxGetStandaloneInsertionCallback();
mesh := PhysX.PxCreateTriangleMesh(*cooking_params, *mesh_desc, callback, null);
scale := PhysX.PxMeshScale_new(*e.transform.scale);
geo = PhysX.PxTriangleMeshGeometry_new(mesh, *scale, 0);
}
shape := PhysX.PxPhysics_createShape(physics, geo, material, false, ifx e.physics.trigger then PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS else PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS);
// Setup layers
filter_data := PhysX.PxFilterData_new();
filter_data.word0 = 1;
filter_data.word1 = 1;
filter_data.word2 = 1;
filter_data.word3 = 1;
//PhysX.PxShape_setSimulationFilterData(shape, *filter_data);
//PhysX.PxShape_setQueryFilterData(shape, *filter_data);
PhysX.PxRigidActor_attachShape(actor, shape);
if e.physics.dynamic {
PhysX.PxRigidBodyExt_updateMassAndInertia(cast(*PhysX.PxRigidBody)actor, 1000.0, null, false);
}
PhysX.PxScene_addActor(e.scene.physx_scene.scene, actor, null);
PhysX.PxShape_release(shape);
PhysX.PxBase_release(material);
physics_actor : PhysX_Actor;
physics_actor.type = ifx e.physics.dynamic then .DYNAMIC else .STATIC;
physics_actor.sync_rotation_from_physx = e.physics.type != .CAPSULE; // @Incomplete
if physics_actor.type == .DYNAMIC {
physics_actor.dynamic = xx actor;
} else {
physics_actor.static = xx actor;
}
e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
e.physics.enabled = true;
}
}
shape := PhysX.PxPhysics_createShape(physics, geo, material, false, ifx e.physics.trigger then PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS else PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS);
// Setup layers
filter_data := PhysX.PxFilterData_new();
filter_data.word0 = 1;
filter_data.word1 = 1;
filter_data.word2 = 1;
filter_data.word3 = 1;
//PhysX.PxShape_setSimulationFilterData(shape, *filter_data);
//PhysX.PxShape_setQueryFilterData(shape, *filter_data);
PhysX.PxRigidActor_attachShape(actor, shape);
if e.physics.dynamic {
PhysX.PxRigidBodyExt_updateMassAndInertia(cast(*PhysX.PxRigidBody)actor, 1000.0, null, false);
}
PhysX.PxScene_addActor(e.scene.physx_scene.scene, actor, null);
PhysX.PxShape_release(shape);
PhysX.PxBase_release(material);
physics_actor : PhysX_Actor;
physics_actor.type = ifx e.physics.dynamic then .DYNAMIC else .STATIC;
physics_actor.sync_rotation_from_physx = e.physics.type != .CAPSULE; // @Incomplete
if physics_actor.type == .DYNAMIC {
physics_actor.dynamic = xx actor;
} else {
physics_actor.static = xx actor;
}
e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
e.physics.enabled = true;
}
Hit :: struct {