445 lines
18 KiB
Plaintext
445 lines
18 KiB
Plaintext
PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.SimulationShape);
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PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS :: cast(u8)(PhysX.PxShapeFlags.Visualization | PhysX.PxShapeFlags.SceneQueryShape | PhysX.PxShapeFlags.TriggerShape);
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PHYSX_GRAVITY :: Vector3.{0, -9.81, 0};
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PhysX_Handle :: #type, distinct u32;
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PhysX_Actor_Type :: enum {
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STATIC;
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DYNAMIC;
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CHARACTER;
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}
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PhysX_Actor :: struct {
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type : PhysX_Actor_Type;
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sync_rotation_from_physx: bool = true;
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union {
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static: *PhysX.PxRigidStatic;
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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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PhysX_Scene :: struct {
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scene: *PhysX.PxScene;
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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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init_physx :: () {
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default_allocator = PhysX.get_default_allocator();
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default_error_callback = PhysX.get_default_error_callback();
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foundation := PhysX.PxCreateFoundation(PhysX.PX_PHYSICS_VERSION, *default_allocator, *default_error_callback);
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if foundation == null {
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log_error("Could not initialize PhysX\n");
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return;
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}
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pvd := PhysX.PxCreatePvd(foundation);
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transport := PhysX.PxDefaultPvdSocketTransportCreate("127.0.0.1", 5425, 10);
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PhysX.PxPvd_connect(pvd, transport, cast(u8)PhysX.PxPvdInstrumentationFlags.ALL);
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tolerance_scale : PhysX.PxTolerancesScale;
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tolerance_scale.length = 1;
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tolerance_scale.speed = 10;
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physics = PhysX.PxCreatePhysics(PhysX.PX_PHYSICS_VERSION, foundation, *tolerance_scale, true, pvd, null);
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cooking_params = PhysX.PxCookingParams_new(*tolerance_scale);
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dispatcher = PhysX.PxDefaultCpuDispatcherCreate(2);
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material = PhysX.PxPhysics_createMaterial(physics, 0.0, 0.0, 0.6);
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// Callbacks
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info : PhysX.SimulationEventCallbackInfo;
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info.triggerCallback = on_physx_trigger;
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event_callback = PhysX.create_simulation_event_callbacks(*info);
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}
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internal_on_trigger_enter :: (trigger: *Entity, other: *Entity) {
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print("% entered by %\n", trigger.type, other.type);
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}
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internal_on_trigger_exit :: (trigger: *Entity, other: *Entity) {
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print("% exited by %\n", trigger.type, other.type);
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}
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on_physx_trigger :: (_u: *void, pair: *PhysX.PxTriggerPair, count: u32) #c_call {
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push_context {
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trigger := cast(*Entity)pair.triggerActor.userData;
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other := cast(*Entity)pair.otherActor.userData;
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status := cast(PhysX.PxPairFlags)pair.status;
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if status & .NotifyTouchFound {
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internal_on_trigger_enter(trigger, other);
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} else if status & .NotifyTouchLost {
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internal_on_trigger_exit(trigger, other);
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}
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}
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}
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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(*filter_data, null, null);
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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 {
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if physx_actor.type == .CHARACTER {
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vel := e.physics.velocity + PHYSX_GRAVITY * dt;;
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movement := vel * dt;
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flags := PhysX.PxController_move(physx_actor.controller, *movement, 0.001, dt, *filter, null);
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new_position := PhysX.PxController_getPosition(physx_actor.controller);
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position := Vector3.{xx new_position.x, xx new_position.y, xx new_position.z};
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e.physics.velocity = (position - e.transform.position) / dt;
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set_position(e, position);
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}
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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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// Sync results back
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PhysX.PxScene_fetchResults(scene.scene, true, null);
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}
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//custom_filter_shader :: (attributes0: u32, filterData0: PhysX.PxFilterData, attributes1: u32, filterData1: PhysX.PxFilterData, pairFlags: *PhysX.PxPairFlags, constantBlock: *void, constantBlockSize: u32) -> PhysX.PxFilterFlags #c_call {
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// pairFlags.* = PhysX.PxPairFlags.ContactDefault;
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// return PhysX.PxFilterFlags.Default;
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//}
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custom_filter_shader :: (attributes0: *u32, filterData0: *PhysX.PxFilterData, attributes1: *u32, filterData1: *PhysX.PxFilterData, pairFlags: *PhysX.PxPairFlags) -> u16 #c_call {
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pairFlags.* = PhysX.PxPairFlags.ContactDefault;
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return xx PhysX.PxFilterFlags.Default;
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}
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init_physx_scene :: (game_scene: *Scene) {
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tolerance_scale : PhysX.PxTolerancesScale;
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tolerance_scale.length = 1;
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tolerance_scale.speed = 10;
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scene_desc := PhysX.PxSceneDesc_new(*tolerance_scale);
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scene_desc.gravity.y = -9.81;
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scene_desc.cpuDispatcher = xx dispatcher;
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scene_desc.simulationEventCallback = event_callback;
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PhysX.set_custom_filter_shader(*scene_desc, PhysX.create_custom_filter_shader(custom_filter_shader));
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//scene_desc.filterShader = custom_filter_shader;//
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//scene_desc.filterShaderData = null;
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//scene_desc.filterShaderDataSize = 0;
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scene := PhysX.PxPhysics_createScene(physics, *scene_desc);
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// @Incomplete: If debug
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pvd_client := PhysX.PxScene_getScenePvdClient(scene);
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if pvd_client {
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PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_CONSTRAINTS, true);
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PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_CONTACTS, true);
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PhysX.PxPvdSceneClient_setScenePvdFlag(pvd_client, xx PhysX.PxPvdSceneFlag.TRANSMIT_SCENEQUERIES, true);
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}
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physx_scene : PhysX_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.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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}
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deinit_physx_scene :: (game_scene: *Scene) {
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PhysX.PxScene_release(game_scene.physx_scene.scene);
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}
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pre_physx_sync :: (game_scene: *Scene) {
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for game_scene.entities {
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if it.flags & .PHYSICS {
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if it.physics.physx_handle != 0 {
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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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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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}
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}
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} else {
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create_physx_actor(it);
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}
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}
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}
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}
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post_physx_sync :: (game_scene: *Scene) {
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for game_scene.entities {
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if it.flags & .PHYSICS {
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if it.physics.physx_handle != 0 {
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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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vel := PhysX.PxRigidDynamic_getLinearVelocity(physx_actor.dynamic);
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it.physics.velocity = vel;
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transform := PhysX.PxRigidActor_getGlobalPose(physx_actor.dynamic);
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if physx_actor.sync_rotation_from_physx || it.physics.type == .SPHERE {
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set_position_rotation(it, transform.p, transform.q);
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} else {
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set_position(it, transform.p);
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}
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}
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}
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}
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}
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}
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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 = 0.01;
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desc.material = material;
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desc.position = .{xx e.transform.position.x, xx e.transform.position.y, xx e.transform.position.z};
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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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transform : PhysX.PxTransform;
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position := e.transform.position + e.physics.offset;
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if e.physics.type == .CAPSULE {
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angle := PI * 0.5;
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half_angle := angle * 0.5;
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sin_half := sin(half_angle);
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cos_half := cos(half_angle);
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rotation := Quaternion.{0, 0, sin(-PI * 0.25), cos(-PI * 0.25)};
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transform = PhysX.PxTransform_new(*position, *rotation);
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} else {
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transform = PhysX.PxTransform_new(*position, *e.transform.orientation);
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}
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if e.physics.dynamic {
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dynamic := PhysX.PxPhysics_createRigidDynamic(physics, *transform);
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actor = dynamic;
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if e.physics.lock & .ANGULAR_X {
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PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularX, true);
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}
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if e.physics.lock & .ANGULAR_Y {
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PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularY, true);
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}
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if e.physics.lock & .ANGULAR_Z {
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PhysX.PxRigidDynamic_setRigidDynamicLockFlag(dynamic, xx PhysX.PxRigidDynamicLockFlags.LockAngularZ, true);
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}
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} else {
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actor = PhysX.PxPhysics_createRigidStatic(physics, *transform);
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}
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material := PhysX.PxPhysics_createMaterial(physics, e.physics.static_friction, e.physics.dynamic_friction, e.physics.restitution);
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geo : *PhysX.PxGeometry;
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actor.userData = e;
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if e.physics.type == {
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case .SPHERE; {
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geo = PhysX.PxSphereGeometry_new(e.physics.sphere.radius);
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}
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case .BOX; {
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geo = PhysX.PxBoxGeometry_new(e.physics.box.half_extent*e.transform.scale);
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}
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case .CAPSULE; {
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geo = PhysX.PxCapsuleGeometry_new(e.physics.capsule.radius, e.physics.capsule.half_height-e.physics.capsule.radius);
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}
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case .CONVEX_MESH; {
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if e.flags & .RENDERABLE {
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points : [..] Vector3;
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points.allocator = temp;
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indices : [..] u32;
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indices.allocator = temp;
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model := get_model_by_handle(e.renderable.model);
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for node, node_index: model.nodes {
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render_data := e.renderable.nodes[node_index];
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success, inv_matrix := inverse(e.transform.model_matrix);
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// We need to undo the local to world part of every world matrix
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matrix := inv_matrix * render_data.transform.world_matrix;
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if node.meshes.count > 0 {
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for m, mi: node.meshes {
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index_start : u32 = xx indices.count;
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mesh := parray_get(*engine.renderer.meshes, m);
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for v: mesh.positions {
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array_add(*points, v);//transform_position(v, matrix));
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}
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for i: mesh.indices {
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array_add(*indices, index_start + i);
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}
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}
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}
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}
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mesh_desc := PhysX.PxConvexMeshDesc_new();
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mesh_desc.points.count = xx points.count;
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mesh_desc.points.stride = size_of(Vector3);
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mesh_desc.points.data = points.data;
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mesh_desc.polygons.count = cast(u32)(indices.count / 3);
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mesh_desc.polygons.stride = 3 * size_of(u32);
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mesh_desc.polygons.data = indices.data;
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if !PhysX.PxValidateConvexMesh(*cooking_params, *mesh_desc) {
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assert(false);
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}
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stream : PhysX.PxOutputStream;
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callback := PhysX.PxGetStandaloneInsertionCallback();
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//read_buffer : PhysX.PxDefaultMemoryInputData_new(;
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cond : s32;
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mesh := PhysX.PxCreateConvexMesh(*cooking_params, *mesh_desc, callback, null);
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scale := PhysX.PxMeshScale_new(*e.transform.scale);
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geo = PhysX.PxConvexMeshGeometry_new(mesh, *scale, 0);
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}
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}
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case .TRIANGLE_MESH; {
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if e.flags & .RENDERABLE {
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points : [..] Vector3;
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points.allocator = temp;
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indices : [..] u32;
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indices.allocator = temp;
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model := get_model_by_handle(e.renderable.model);
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for node, node_index: model.nodes {
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render_data := e.renderable.nodes[node_index];
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success, inv_matrix := inverse(e.transform.model_matrix);
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// We need to undo the local to world part of every world matrix
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matrix := inv_matrix * render_data.transform.world_matrix;
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if node.meshes.count > 0 {
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for m, mi: node.meshes {
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index_start : u32 = xx indices.count;
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mesh := parray_get(*engine.renderer.meshes, m);
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for v: mesh.positions {
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array_add(*points, transform_position(v, matrix));
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}
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for i: mesh.indices {
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array_add(*indices, index_start + i);
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}
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}
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}
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}
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mesh_desc : PhysX.PxTriangleMeshDesc;
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mesh_desc.points.count = xx points.count;
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mesh_desc.points.stride = size_of(Vector3);
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mesh_desc.points.data = points.data;
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mesh_desc.triangles.count = cast(u32)(indices.count / 3);
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mesh_desc.triangles.stride = 3 * size_of(u32);
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mesh_desc.triangles.data = indices.data;
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//if !PhysX.PxValidateTriangleMesh(*cooking_params, *mesh_desc) {
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// assert(false);
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//}
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callback := PhysX.PxGetStandaloneInsertionCallback();
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mesh := PhysX.PxCreateTriangleMesh(*cooking_params, *mesh_desc, callback, null);
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scale := PhysX.PxMeshScale_new(*e.transform.scale);
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geo = PhysX.PxTriangleMeshGeometry_new(mesh, *scale, 0);
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}
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}
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}
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shape := PhysX.PxPhysics_createShape(physics, geo, material, false, ifx e.physics.trigger then PHYSX_DEFAULT_TRIGGER_SHAPE_FLAGS else PHYSX_DEFAULT_SIMULATION_SHAPE_FLAGS);
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// Setup layers
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filter_data := PhysX.PxFilterData_new();
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filter_data.word0 = 1;
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filter_data.word1 = 1;
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filter_data.word2 = 1;
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filter_data.word3 = 1;
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PhysX.PxShape_setSimulationFilterData(shape, *filter_data);
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PhysX.PxShape_setQueryFilterData(shape, *filter_data);
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PhysX.PxRigidActor_attachShape(actor, shape);
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if e.physics.dynamic {
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PhysX.PxRigidBodyExt_updateMassAndInertia(cast(*PhysX.PxRigidBody)actor, 1000.0, null, false);
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}
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PhysX.PxScene_addActor(e.scene.physx_scene.scene, actor, null);
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PhysX.PxShape_release(shape);
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PhysX.PxBase_release(material);
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physics_actor : PhysX_Actor;
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physics_actor.type = ifx e.physics.dynamic then .DYNAMIC else .STATIC;
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physics_actor.sync_rotation_from_physx = e.physics.type != .CAPSULE; // @Incomplete
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if physics_actor.type == .DYNAMIC {
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physics_actor.dynamic = xx actor;
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} else {
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physics_actor.static = xx actor;
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}
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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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}
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}
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Hit :: struct {
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}
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physx_raycast :: (origin: Vector3, direction: Vector3, max_distance: float = 1000.0) -> bool, Hit {
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hit : PhysX.PxRaycastHit;
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filter_data := PhysX.PxQueryFilterData_new();
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has_hit := PhysX.PxSceneQueryExt_raycastSingle(engine.current_scene.physx_scene.scene, *origin, *direction, max_distance, 0, *hit, *filter_data, null, null);
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return has_hit, .{};
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}
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PhysX :: #import "PhysX";
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#scope_file
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physics : *PhysX.PxPhysics;
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cooking_params: PhysX.PxCookingParams;
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material : *PhysX.PxMaterial;
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default_allocator : PhysX.PxAllocatorCallback;
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default_error_callback : PhysX.PxErrorCallback;
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default_filter_shader : PhysX.SimulationFilterShader;
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dispatcher : *PhysX.PxDefaultCpuDispatcher;
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event_callback : *PhysX.PxSimulationEventCallback;
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