mirror of
https://github.com/bloeys/nmage.git
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Some initial work
This commit is contained in:
3
go.mod
3
go.mod
@ -10,4 +10,7 @@ require (
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github.com/bloeys/assimp-go v0.4.4
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github.com/bloeys/gglm v0.43.0
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github.com/inkyblackness/imgui-go/v4 v4.6.0
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github.com/bloeys/physx-go v0.1.2
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)
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// replace github.com/bloeys/physx-go => ../physx-go
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6
go.sum
6
go.sum
@ -2,6 +2,12 @@ github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVI
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github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
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github.com/bloeys/gglm v0.43.0 h1:ZpOghR3PHfpkigTDh+FqxLsF0gN8CD6s/bWoei6LyxI=
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github.com/bloeys/gglm v0.43.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
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github.com/bloeys/physx-go v0.1.0 h1:/Zon+zt05hPfCo3gFTbFeZ1PJAGc/pFDyLIiO+V9n4M=
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github.com/bloeys/physx-go v0.1.0/go.mod h1:NeG0fl0thLNfZNXkPPZF1dpZpB57BT8MUOdtdCxQSBw=
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github.com/bloeys/physx-go v0.1.1 h1:gFUfn3PAuqENStxtFfc2W6bVJXEhiQNYOBm+KlffHv8=
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github.com/bloeys/physx-go v0.1.1/go.mod h1:NeG0fl0thLNfZNXkPPZF1dpZpB57BT8MUOdtdCxQSBw=
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github.com/bloeys/physx-go v0.1.2 h1:an/8R/QHMiysd2IcviAIVmgwzXRl7fSqiTSNPzi0qzk=
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github.com/bloeys/physx-go v0.1.2/go.mod h1:NeG0fl0thLNfZNXkPPZF1dpZpB57BT8MUOdtdCxQSBw=
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github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
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github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
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github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
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34
main.go
34
main.go
@ -13,9 +13,11 @@ import (
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nmage/physics/physx"
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"github.com/bloeys/nmage/renderer/rend3dgl"
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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"github.com/bloeys/physx-go/pgo"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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@ -65,6 +67,7 @@ var (
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type OurGame struct {
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Win *engine.Window
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ImGUIInfo nmageimgui.ImguiInfo
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Px *physx.PhysX
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}
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type TransformComp struct {
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@ -215,6 +218,37 @@ func (g *OurGame) Init() {
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//Lights
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simpleMat.SetUnifVec3("lightPos1", lightPos1)
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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// Setup physx
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px, err := physx.NewPhysx(physx.PhysXCreationOptions{
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TypicalObjectLength: 1,
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TypicalObjectSpeed: 9.81,
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EnableVisualDebugger: true,
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VisualDebuggerHost: "127.0.0.1",
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VisualDebuggerPort: 5425,
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VisualDebuggerTimeoutMillis: 10_000,
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VisualDebuggerTransmitConstraints: true,
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VisualDebuggerTransmitContacts: true,
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VisualDebuggerTransmitSceneQueries: true,
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SceneGravity: gglm.NewVec3(0, -9.81, 0),
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// @TODO: This has to be zero because PhysX is deciding to throw 'Exception 0x406d1388' when creating threads.
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// This exception is used to provide debuggers with thread names :)
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// I don't know why it thinks we are running a debugger. This doesn't happen in physx-go.
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// To fix it either we run in a debugger, which will handle the exception for us, or we set this
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// to zero and run everything on the main thread
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SceneCPUDispatcherThreads: 0,
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SceneContactHandler: g.PhysxContactHandler,
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})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create PhysX. Err:", err)
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}
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g.Px = px
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}
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func (g *OurGame) PhysxContactHandler(pgo.ContactPairHeader) {
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}
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func (g *OurGame) Update() {
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80
physics/physx/physx.go
Executable file
80
physics/physx/physx.go
Executable file
@ -0,0 +1,80 @@
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package physx
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import (
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"errors"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/physx-go/pgo"
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)
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type PhysX struct {
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Foundation *pgo.Foundation
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Physics *pgo.Physics
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Scene *pgo.Scene
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}
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type PhysXCreationOptions struct {
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// Good defaults are length=1 (1m sizes), and speed=9.81 (speed of gravity)
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TypicalObjectLength float32
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// Good defaults are length=1 (1m sizes), and speed=9.81 (speed of gravity)
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TypicalObjectSpeed float32
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// If EnableVisualDebugger=true then all VisualDebuggerXYZ variables must be set
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EnableVisualDebugger bool
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VisualDebuggerHost string
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// Default port is 5425
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VisualDebuggerPort int
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VisualDebuggerTimeoutMillis int
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VisualDebuggerTransmitConstraints bool
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VisualDebuggerTransmitContacts bool
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VisualDebuggerTransmitSceneQueries bool
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SceneGravity *gglm.Vec3
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// Number of internal PhysX threads that do work.
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// If this is zero then all work is done on the thread that calls simulate
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SceneCPUDispatcherThreads uint32
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// Gets called when two objects collide
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SceneContactHandler func(cph pgo.ContactPairHeader)
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}
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func NewPhysx(options PhysXCreationOptions) (px *PhysX, err error) {
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// Setup foundation, pvd, and physics
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px = &PhysX{}
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px.Foundation = pgo.CreateFoundation()
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ts := pgo.NewTolerancesScale(options.TypicalObjectLength, options.TypicalObjectSpeed)
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if options.EnableVisualDebugger {
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pvdTr := pgo.DefaultPvdSocketTransportCreate(options.VisualDebuggerHost, options.VisualDebuggerPort, options.VisualDebuggerTimeoutMillis)
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pvd := pgo.CreatePvd(px.Foundation)
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if !pvd.Connect(pvdTr, pgo.PvdInstrumentationFlag_eALL) {
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return nil, errors.New("failed to connect to PhysX Visual Debugger. Is it running? Did you pass correct visual debugger host/port (default port is 5425)?")
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}
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px.Physics = pgo.CreatePhysics(px.Foundation, ts, false, pvd)
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} else {
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px.Physics = pgo.CreatePhysics(px.Foundation, ts, false, nil)
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}
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// Setup scene
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sd := pgo.NewSceneDesc(ts)
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sd.SetGravity(pgo.NewVec3(options.SceneGravity.X(), options.SceneGravity.Y(), options.SceneGravity.Z()))
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sd.SetCpuDispatcher(pgo.DefaultCpuDispatcherCreate(options.SceneCPUDispatcherThreads, nil).ToCpuDispatcher())
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sd.SetOnContactCallback(options.SceneContactHandler)
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px.Scene = px.Physics.CreateScene(sd)
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if options.EnableVisualDebugger {
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scenePvdClient := px.Scene.GetScenePvdClient()
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scenePvdClient.SetScenePvdFlag(pgo.PvdSceneFlag_eTRANSMIT_CONSTRAINTS, options.VisualDebuggerTransmitConstraints)
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scenePvdClient.SetScenePvdFlag(pgo.PvdSceneFlag_eTRANSMIT_CONTACTS, options.VisualDebuggerTransmitContacts)
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scenePvdClient.SetScenePvdFlag(pgo.PvdSceneFlag_eTRANSMIT_SCENEQUERIES, options.VisualDebuggerTransmitSceneQueries)
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scenePvdClient.Release()
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}
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return px, nil
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}
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