PHYSX_TEST :: false; PHYSX_DEFAULT_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape); PhysX_Handle :: #type, distinct u32; PhysX_Actor :: struct { union { static: *PhysX.PxRigidStatic; dynamic: *PhysX.PxRigidDynamic; } } PhysX_Scene :: struct { scene: *PhysX.PxScene; actors : PArray(PhysX_Actor, PhysX_Handle); } 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 = 981; physics = PhysX.PxCreatePhysics(PhysX.PX_PHYSICS_VERSION, foundation, *tolerance_scale, true, pvd, null); dispatcher = PhysX.PxDefaultCpuDispatcherCreate(2); material = PhysX.PxPhysics_createMaterial(physics, 0.5, 0.5, 0.6); } tick_physx :: (scene: *PhysX_Scene, dt: float) { PhysX.PxScene_simulate(scene.scene, dt, null, null, 0, true); PhysX.PxScene_fetchResults(scene.scene, true, null); } 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; PhysX.set_default_filter_shader(*scene_desc); 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); } { plane_point := Vector3.{0,10.5,0}; plane_normal := Vector3.{0,1,0}; plane := PhysX.PxPlane_new(*plane_point, *plane_normal); ground_plane := PhysX.PxCreatePlane(physics, *plane, material); PhysX.PxScene_addActor(scene, ground_plane, null); } #if PHYSX_TEST { stack_z := 0.0; for i: 0..4 { stack_pos := Vector3.{0,10,stack_z}; stack_z -= 10.0; create_stack(scene, PhysX.PxTransform_new(*stack_pos), 10, 2.0); } { pos := Vector3.{0,20,100}; geo := PhysX.PxSphereGeometry_new(5); vel := Vector3.{0,-25,-100}; ball := create_dynamic(scene, PhysX.PxTransform_new(*pos), *geo, vel); density := 1000.0; PhysX.PxRigidBodyExt_updateMassAndInertia(ball, density, null, 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; 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.physx_handle != 0 { // @Incomplete: Update the transform! physx_actor := parray_get(*game_scene.physx_scene.actors, it.physx_handle); PhysX.PxRigidDynamic_setLinearVelocity(physx_actor.dynamic, *it.velocity, true); } } } post_physx_sync :: (game_scene: *Scene) { for game_scene.entities { if it.physx_handle != 0 { physx_actor := parray_get(*game_scene.physx_scene.actors, it.physx_handle); vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic); transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic); it.velocity = vel; set_position_rotation(it, transform.p, transform.q); } } } add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> PhysX_Handle { geo := PhysX.PxCapsuleGeometry_new(radius, half_height); transform := PhysX.PxTransform_new(*entity.transform.position); actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform); 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, 0.5, 0.5, 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, 10, null, false); PhysX.PxScene_addActor(entity.scene.physx_scene.scene, actor, null); PhysX.PxShape_release(shape); // @Incomplete //PhysX.PxMaterial_release(material); physics_actor : PhysX_Actor; physics_actor.dynamic = actor; entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor); return entity.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(); } 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 physics : *PhysX.PxPhysics; material : *PhysX.PxMaterial; default_allocator : PhysX.PxAllocatorCallback; default_error_callback : PhysX.PxErrorCallback; default_filter_shader : PhysX.SimulationFilterShader; dispatcher : *PhysX.PxDefaultCpuDispatcher;