# 🎳 physx-sys **Unsafe automatically-generated Rust bindings for [NVIDIA PhysX 5.1](https://github.com/NVIDIA-Omniverse/PhysX) C++ API.** ![Build Status](https://github.com/EmbarkStudios/physx-rs/workflows/CI/badge.svg) [![Crates.io](https://img.shields.io/crates/v/physx-sys.svg)](https://crates.io/crates/physx-sys) [![Docs](https://docs.rs/physx-sys/badge.svg)](https://docs.rs/physx-sys) [![Contributor Covenant](https://img.shields.io/badge/contributor%20covenant-v1.4%20adopted-ff69b4.svg)](../CODE_OF_CONDUCT.md) [![Embark](https://img.shields.io/badge/embark-open%20source-blueviolet.svg)](http://embark.games) [![Embark](https://img.shields.io/badge/discord-ark-%237289da.svg?logo=discord)](https://discord.gg/dAuKfZS)
Please also see the [repository](https://github.com/EmbarkStudios/physx-rs) containing a work-in-progress safe wrapper. ## Presentation [Tomasz Stachowiak](https://github.com/h3r2tic) did a presentation at the Stockholm Rust Meetup on October 2019 about this project that goes through the technical details of how C++ to Rust bindings of `physx-sys` works: [![An unholy fusion of Rust and C++ in physx-rs (Stockholm Rust Meetup, October 2019)](http://img.youtube.com/vi/RxtXGeDHu0w/0.jpg)](http://www.youtube.com/watch?v=RxtXGeDHu0w) ## Basic usage ```rust unsafe { let foundation = physx_create_foundation(); let physics = physx_create_physics(foundation); let mut scene_desc = PxSceneDesc_new(PxPhysics_getTolerancesScale(physics)); scene_desc.gravity = PxVec3 { x: 0.0, y: -9.81, z: 0.0, }; let dispatcher = phys_PxDefaultCpuDispatcherCreate( 1, null_mut(), PxDefaultCpuDispatcherWaitForWorkMode::WaitForWork, 0, ); scene_desc.cpuDispatcher = dispatcher.cast(); scene_desc.filterShader = get_default_simulation_filter_shader(); let scene = PxPhysics_createScene_mut(physics, &scene_desc); // Your physics simulation goes here } ``` ## Examples ### [Ball](examples/ball.rs) A simple example to showcase how to use physx-sys. It can be run with `cargo run --examples ball`. ```txt o o o o ooooooooo o oo oo o o o o o o oo o o o o ooooooo o o oo oo o o o oo oo o o o o ooooooooo o o o oo oooooooooo oo ``` ## How it works The binding is generated using a custom Rust app that parses the abstract syntax tree of the SDK, and maps the C++ PhysX functions and types to Rust using heuristics chosen specifically for this SDK. It is not a general C++ <-> Rust binding generator, and using it on other projects *will* likely crash and burn. Since C++ does not have a standardized and stable ABI, it's generally not safe to call it from Rust code; since PhysX exposes a C++ interface, we can't use it directly. That's why `physx-sys` generates both a Rust interface as well as a plain C wrapper. The C code is compiled into a static library at build time, and Rust then talks to C. In order to minimize the amount of work required to marshall data between the C wrapper and the original C++ API, we generate a **bespoke C wrapper for each build target**. The wrapper is based on metadata about structure layout extracted directly from compiling and running a tiny program against the PhysX SDK using the specific C++ compiler used in the build process. The build process comprises a few steps: 1. The `pxbind` utility uses `clang` to extract metadata about PhysX functions and types, and generates partial Rust and C bindings as `physx_generated.hpp` and `physx_generated.rs`. Those contain all function definitions, and a small subset of types. It also generates a C++ utility called `structgen` by emitting `structgen.cpp`. 2. `structgen` is compiled against the PhysX SDK, and generates all the remaining type wrappers. For each struct, it queries the size and offset of its members, and generates `structgen_out.hpp` and `structgen_out.rs`. The types are "plain old data" structs which will perfectly match the memory layout of the C++ types. 3. All the generated C types are compiled together to form `physx_api`, a static library for Rust to link with. 4. The Rust wrapper is compiled, and linked with PhysX and the C wrapper. Steps *2..4* are performed completely automatically from within `build.rs`, while step *1* is only necessary when upgrading the PhysX SDK or modifying the generator. As such, building and running `pxbind` is a manual task, and is currently only supported on \*nix systems. ## License Licensed under either of * Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or ) * MIT license ([LICENSE-MIT](LICENSE-MIT) or ) at your option. Note that the [PhysX C++ SDK](https://github.com/NVIDIA-Omniverse/PhysX) has its [own BSD 3 license](LICENSE-BSD). ### Contribution Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.