PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape); PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.TriggerShape); PHYSX_GRAVITY :: Vector3.{0, -9.81, 0}; PhysX_Handle :: #type, distinct u32; PhysX_Actor_Type :: enum { STATIC; DYNAMIC; CHARACTER; } PhysX_Actor :: struct { type : PhysX_Actor_Type; sync_rotation_from_physx: bool = true; 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 :: () { default_allocator = PhysX.get_default_allocator(); default_error_callback = PhysX.get_default_error_callback(); foundation := PhysX.PxCreateFoundation(PhysX.PX_PHYSICS_VERSION, *default_allocator, *default_error_callback); if foundation == null { log_error("Could not initialize PhysX\n"); return; } pvd := PhysX.PxCreatePvd(foundation); transport := PhysX.PxDefaultPvdSocketTransportCreate("127.0.0.1", 5425, 10); PhysX.PxPvd_connect(pvd, transport, cast(u8)PhysX.PxPvdInstrumentationFlags.ALL); tolerance_scale : PhysX.PxTolerancesScale; tolerance_scale.length = 1; tolerance_scale.speed = 10; physics = PhysX.PxCreatePhysics(PhysX.PX_PHYSICS_VERSION, foundation, *tolerance_scale, true, pvd, null); cooking_params = PhysX.PxCookingParams_new(*tolerance_scale); dispatcher = PhysX.PxDefaultCpuDispatcherCreate(2); material = PhysX.PxPhysics_createMaterial(physics, 0.0, 0.0, 0.6); // Callbacks info : PhysX.SimulationEventCallbackInfo; info.triggerCallback = on_physx_trigger; event_callback = PhysX.create_simulation_event_callbacks(*info); } internal_on_trigger_enter :: (trigger: *Entity, other: *Entity) { print("% entered by %\n", trigger.type, other.type); } internal_on_trigger_exit :: (trigger: *Entity, other: *Entity) { print("% exited by %\n", trigger.type, other.type); } on_physx_trigger :: (_u: *void, pair: *PhysX.PxTriggerPair, count: u32) #c_call { push_context { trigger := cast(*Entity)pair.triggerActor.userData; other := cast(*Entity)pair.otherActor.userData; status := cast(PhysX.PxPairFlags)pair.status; if status & .NotifyTouchFound { internal_on_trigger_enter(trigger, other); } else if status & .NotifyTouchLost { internal_on_trigger_exit(trigger, other); } } } tick_physx :: (scene: *PhysX_Scene, dt: float) { // Move all character controllers first filter_data := PhysX.PxFilterData_new(); filter := PhysX.PxControllerFilters_new(*filter_data, null, null); 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 { if physx_actor.type == .CHARACTER { vel := e.physics.velocity + PHYSX_GRAVITY * dt;; movement := vel * dt; flags := PhysX.PxController_move(physx_actor.controller, *movement, 0.001, dt, *filter, null); new_position := PhysX.PxController_getPosition(physx_actor.controller); position := Vector3.{xx new_position.x, xx new_position.y, xx new_position.z}; e.physics.velocity = (position - e.transform.position) / dt; set_position(e, position); } } } } } // Simulate PhysX.PxScene_simulate(scene.scene, dt, null, null, 0, true); // Sync results back PhysX.PxScene_fetchResults(scene.scene, true, null); } //custom_filter_shader :: (attributes0: u32, filterData0: PhysX.PxFilterData, attributes1: u32, filterData1: PhysX.PxFilterData, pairFlags: *PhysX.PxPairFlags, constantBlock: *void, constantBlockSize: u32) -> PhysX.PxFilterFlags #c_call { // pairFlags.* = PhysX.PxPairFlags.ContactDefault; // return PhysX.PxFilterFlags.Default; //} custom_filter_shader :: (attributes0: *u32, filterData0: *PhysX.PxFilterData, attributes1: *u32, filterData1: *PhysX.PxFilterData, pairFlags: *PhysX.PxPairFlags) -> u16 #c_call { pairFlags.* = PhysX.PxPairFlags.ContactDefault; return xx PhysX.PxFilterFlags.Default; } init_physx_scene :: (game_scene: *Scene) { tolerance_scale : PhysX.PxTolerancesScale; tolerance_scale.length = 1; tolerance_scale.speed = 10; scene_desc := PhysX.PxSceneDesc_new(*tolerance_scale); scene_desc.gravity.y = -9.81; scene_desc.cpuDispatcher = xx dispatcher; scene_desc.simulationEventCallback = event_callback; PhysX.set_custom_filter_shader(*scene_desc, PhysX.create_custom_filter_shader(custom_filter_shader)); //scene_desc.filterShader = custom_filter_shader;// //scene_desc.filterShaderData = null; //scene_desc.filterShaderDataSize = 0; scene := PhysX.PxPhysics_createScene(physics, *scene_desc); // @Incomplete: If debug pvd_client := PhysX.PxScene_getScenePvdClient(scene); if pvd_client { PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_CONSTRAINTS, true); PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_CONTACTS, true); PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_SCENEQUERIES, true); } physx_scene : PhysX_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; } deinit_physx_scene :: (game_scene: *Scene) { PhysX.PxScene_release(game_scene.physx_scene.scene); } pre_physx_sync :: (game_scene: *Scene) { for game_scene.entities { if it.flags & .PHYSICS { 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 == { case .DYNAMIC; { // @Incomplete: Might wanna do this differently or at least not every frame? // We could potentially cache the last saved position and not update the pose, if PhysX is synced up pose := PhysX.PxTransform_new(*it.transform.position); PhysX.PxRigidActor_setGlobalPose(physx_actor.dynamic, *pose, true); PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.physics.velocity, true); } } } else { create_physx_actor(it); } } } } post_physx_sync :: (game_scene: *Scene) { for game_scene.entities { if it.flags & .PHYSICS { if it.physics.physx_handle != 0 { physx_actor := parray_get(*game_scene.physx_scene.actors, it.physics.physx_handle); if physx_actor.type == .DYNAMIC { vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic); it.physics.velocity = vel; transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic); if physx_actor.sync_rotation_from_physx || it.physics.type == .SPHERE { set_position_rotation(it, transform.p, transform.q); } else { set_position(it, transform.p); } } } } } } create_physx_actor :: (e: *Entity) { if e.physics.type == .CHARACTER { material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution); 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 = 0.01; desc.material = material; desc.position = .{xx e.transform.position.x, xx e.transform.position.y, xx e.transform.position.z}; desc.density = 10.0; desc.userData = null; scene := engine.current_scene.physx_scene; controller := PhysX.PxControllerManager_createController(scene.controller_manager, desc); PhysX.PxCapsuleControllerDesc_delete(desc); 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 { actor : *PhysX.PxRigidActor; transform : PhysX.PxTransform; position := e.transform.position + e.physics.offset; if e.physics.type == .CAPSULE { 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(*position, *rotation); } else { transform = PhysX.PxTransform_new(*position, *e.transform.orientation); } 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); } material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution); geo : *PhysX.PxGeometry; actor.userData = e; 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; model := get_model_by_handle(e.renderable.model); 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; 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.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); } 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; model := get_model_by_handle(e.renderable.model); 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; 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, transform_position(v, matrix)); } 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); } } } 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 { } physx_raycast :: (origin: Vector3, direction: Vector3, max_distance: float = 1000.0) -> bool, Hit { hit : PhysX.PxRaycastHit; filter_data := PhysX.PxQueryFilterData_new(); has_hit := PhysX.PxSceneQueryExt_raycastSingle(engine.current_scene.physx_scene.scene, *origin, *direction, max_distance, 0, *hit, *filter_data, null, null); return has_hit, .{}; } PhysX :: #import "PhysX"; #scope_file physics : *PhysX.PxPhysics; cooking_params: PhysX.PxCookingParams; material : *PhysX.PxMaterial; default_allocator : PhysX.PxAllocatorCallback; default_error_callback : PhysX.PxErrorCallback; default_filter_shader : PhysX.SimulationFilterShader; dispatcher : *PhysX.PxDefaultCpuDispatcher; event_callback : *PhysX.PxSimulationEventCallback;