Character controller
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@@ -6,6 +6,7 @@ PhysX_Handle :: #type, distinct u32;
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PhysX_Actor_Type :: enum {
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PhysX_Actor_Type :: enum {
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STATIC;
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STATIC;
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DYNAMIC;
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DYNAMIC;
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CHARACTER;
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}
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}
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PhysX_Actor :: struct {
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PhysX_Actor :: struct {
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@@ -16,12 +17,15 @@ PhysX_Actor :: struct {
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union {
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union {
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static: *PhysX.PxRigidStatic;
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static: *PhysX.PxRigidStatic;
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dynamic: *PhysX.PxRigidDynamic;
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dynamic: *PhysX.PxRigidDynamic;
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controller: *PhysX.PxController;
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}
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}
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}
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}
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PhysX_Scene :: struct {
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PhysX_Scene :: struct {
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scene: *PhysX.PxScene;
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scene: *PhysX.PxScene;
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actors : PArray(PhysX_Actor, PhysX_Handle);
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actors : PArray(PhysX_Actor, PhysX_Handle);
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controller_manager: *PhysX.PxControllerManager;
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}
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}
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init_physx :: () {
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init_physx :: () {
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@@ -77,7 +81,25 @@ on_physx_trigger :: (_u: *void, pair: *PhysX.PxTriggerPair, count: u32) #c_call
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}
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}
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tick_physx :: (scene: *PhysX_Scene, dt: float) {
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tick_physx :: (scene: *PhysX_Scene, dt: float) {
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// Move all character controllers first
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filter_data := PhysX.PxFilterData_new();
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filter := PhysX.PxControllerFilters_new();
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for e: engine.current_scene.entities {
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if e.flags & .PHYSICS {
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if e.physics.physx_handle != 0 {
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physx_actor := parray_get(*engine.current_scene.physx_scene.actors, e.physics.physx_handle);
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if physx_actor.type == .CHARACTER {
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movement := e.physics.velocity * dt;
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flags := PhysX.PxController_move(physx_actor.controller, *movement, 0.001, dt, *filter, null);
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}
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}
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}
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}
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// Simulate
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PhysX.PxScene_simulate(scene.scene, dt, null, null, 0, true);
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PhysX.PxScene_simulate(scene.scene, dt, null, null, 0, true);
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// Sync results back
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PhysX.PxScene_fetchResults(scene.scene, true, null);
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PhysX.PxScene_fetchResults(scene.scene, true, null);
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}
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}
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@@ -120,6 +142,7 @@ init_physx_scene :: (game_scene: *Scene) {
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physx_scene.scene = scene;
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physx_scene.scene = scene;
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physx_scene.actors.data.allocator = game_scene.allocator;
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physx_scene.actors.data.allocator = game_scene.allocator;
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physx_scene.actors.indices.allocator = game_scene.allocator;
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physx_scene.actors.indices.allocator = game_scene.allocator;
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physx_scene.controller_manager = PhysX.PxCreateControllerManager(scene, false);
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game_scene.physx_scene = physx_scene;
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game_scene.physx_scene = physx_scene;
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}
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}
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@@ -134,9 +157,11 @@ pre_physx_sync :: (game_scene: *Scene) {
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if it.physics.physx_handle != 0 {
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if it.physics.physx_handle != 0 {
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// @Incomplete: Update the transform!
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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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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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if physx_actor.type == {
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case .DYNAMIC; {
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PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true);
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PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true);
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}
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}
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}
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} else {
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} else {
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create_physx_actor(it);
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create_physx_actor(it);
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}
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}
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@@ -167,6 +192,33 @@ post_physx_sync :: (game_scene: *Scene) {
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}
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}
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create_physx_actor :: (e: *Entity) {
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create_physx_actor :: (e: *Entity) {
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if e.physics.type == .CHARACTER {
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material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
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desc := PhysX.PxCapsuleControllerDesc_new_alloc();
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desc.height = e.physics.character.height;
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desc.radius = e.physics.character.radius;
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desc.stepOffset = 0.2;
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desc.slopeLimit = cos(PI * 0.25);
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desc.contactOffset = 0.1;
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desc.material = material;
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desc.position = .{};
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desc.density = 10.0;
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desc.userData = null;
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scene := engine.current_scene.physx_scene;
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controller := PhysX.PxControllerManager_createController(scene.controller_manager, desc);
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PhysX.PxCapsuleControllerDesc_delete(desc);
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physics_actor : PhysX_Actor;
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physics_actor.type = .CHARACTER;
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physics_actor.sync_rotation_from_physx = false;//e.physics.type != .CAPSULE; // @Incomplete
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physics_actor.controller = controller;
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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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} else {
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actor : *PhysX.PxRigidActor;
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actor : *PhysX.PxRigidActor;
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transform : PhysX.PxTransform;
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transform : PhysX.PxTransform;
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position := e.transform.position + e.physics.offset;
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position := e.transform.position + e.physics.offset;
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@@ -356,6 +408,7 @@ create_physx_actor :: (e: *Entity) {
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e.physics.physx_handle = parray_add(*e.scene.physx_scene.actors, physics_actor);
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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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e.physics.enabled = true;
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}
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}
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}
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Hit :: struct {
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Hit :: struct {
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