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_Handle :: #type, distinct u32; PhysX_Actor_Type :: enum { STATIC; DYNAMIC; } PhysX_Actor :: struct { type : PhysX_Actor_Type; sync_rotation_from_physx: bool = true; 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 = 10; physics = PhysX.PxCreatePhysics(PhysX.PX_PHYSICS_VERSION, foundation, *tolerance_scale, true, pvd, null); 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) { 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; scene_desc.simulationEventCallback = event_callback; 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); } 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.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 == .DYNAMIC { 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 { set_position_rotation(it, transform.p, transform.q); } else { set_position(it, transform.p); } } } } } } create_physx_actor :: (e: *Entity) { actor : *PhysX.PxRigidActor; transform : PhysX.PxTransform; 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(*e.transform.position, *rotation); } else { transform = PhysX.PxTransform_new(*e.transform.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); } } shape := PhysX.PxPhysics_createShape(physics, geo, material, false, ifx e.physics.trigger then PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS else PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS); PhysX.PxRigidActor_attachShape(actor, shape); 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; } add_physx_sphere :: (entity: *Entity, radius: float) -> PhysX_Handle { geo := PhysX.PxSphereGeometry_new(radius); transform := PhysX.PxTransform_new(*entity.transform.position); actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform); actor.userData = entity; material := PhysX.PxPhysics_createMaterial(physics, 0.1, 0.1, 0.5); //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, 0.1, null, false); PhysX.PxScene_addActor(entity.scene.physx_scene.scene, actor, null); PhysX.PxShape_release(shape); PhysX.PxBase_release(material); physics_actor : PhysX_Actor; physics_actor.type = .DYNAMIC; physics_actor.sync_rotation_from_physx = true; physics_actor.dynamic = actor; entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor); return entity.physx_handle; } add_physx_capsule :: (entity: *Entity, half_height: float, radius: float) -> PhysX_Handle { geo := PhysX.PxCapsuleGeometry_new(radius, half_height-radius); 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(*entity.transform.position, *rotation); actor := PhysX.PxPhysics_createRigidDynamic(physics, *transform); actor.userData = entity; 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, 0.0, 0.0, 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, 0.1, null, false); PhysX.PxScene_addActor(entity.scene.physx_scene.scene, actor, null); PhysX.PxShape_release(shape); PhysX.PxBase_release(material); physics_actor : PhysX_Actor; physics_actor.type = .DYNAMIC; physics_actor.sync_rotation_from_physx = false; physics_actor.dynamic = actor; entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor); return entity.physics.physx_handle; } add_physx_box :: (entity: *Entity, half_extent: Vector3, offset: Vector3 = .{}) -> PhysX_Handle { shape := PhysX.PxPhysics_createShape(physics, PhysX.PxBoxGeometry_new(half_extent), material, false, PHYSX_DEFAULT_SHAPE_FLAGS); pos := entity.transform.position + offset; t := PhysX.PxTransform_new(*pos, *entity.transform.orientation); body := PhysX.PxPhysics_createRigidStatic(physics, *t); body.userData = entity; PhysX.PxRigidActor_attachShape(body, shape); PhysX.PxScene_addActor(entity.scene.physx_scene.scene, body, null); PhysX.PxShape_release(shape); physics_actor : PhysX_Actor; physics_actor.type = .STATIC; physics_actor.static = body; entity.physx_handle = parray_add(*entity.scene.physx_scene.actors, physics_actor); return entity.physics.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(); } 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, .{}; } 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; event_callback : *PhysX.PxSimulationEventCallback;