114 lines
5.4 KiB
Markdown
114 lines
5.4 KiB
Markdown
<div align="center">
|
|
|
|
# 🎳 physx-sys
|
|
|
|
**Unsafe automatically-generated Rust bindings for [NVIDIA PhysX 5.1](https://github.com/NVIDIA-Omniverse/PhysX) C++ API.**
|
|
|
|

|
|
[](https://crates.io/crates/physx-sys)
|
|
[](https://docs.rs/physx-sys)
|
|
[](../CODE_OF_CONDUCT.md)
|
|
[](http://embark.games)
|
|
[](https://discord.gg/dAuKfZS)
|
|
|
|
</div>
|
|
|
|
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:
|
|
|
|
[](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 <http://www.apache.org/licenses/LICENSE-2.0>)
|
|
* MIT license ([LICENSE-MIT](LICENSE-MIT) or <http://opensource.org/licenses/MIT>)
|
|
|
|
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.
|