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https://github.com/bloeys/physx-go.git
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Support split sim
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17
pgo/pgo.go
17
pgo/pgo.go
@ -99,6 +99,20 @@ func (s *Scene) Simulate(elapsedTime float32) {
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C.CPxScene_simulate(s.cS, C.float(elapsedTime))
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}
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// void CPxScene_advance(CSTRUCT CPxScene*);
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func (s *Scene) Collide(elapsedTime float32) {
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C.CPxScene_collide(s.cS, C.float(elapsedTime))
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}
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func (s *Scene) FetchCollision(block bool) bool {
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return bool(C.CPxScene_fetchCollision(s.cS, C._Bool(block)))
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}
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func (s *Scene) Advance() {
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C.CPxScene_advance(s.cS)
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}
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func (s *Scene) FetchResults(block bool) (bool, uint32) {
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var errState uint32
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@ -126,9 +140,6 @@ func (p *Physics) CreateMaterial(staticFriction, dynamicFriction, restitution fl
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}
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}
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// CPxAPI CSTRUCT CPxRigidDynamic* CPxPhysics_createRigidDynamic(CSTRUCT CPxPhysics* cp, CSTRUCT CPxTransform* ctr);
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// CPxAPI CSTRUCT CPxRigidStatic* CPxPhysics_createRigidStatic(CSTRUCT CPxPhysics* cp, CSTRUCT CPxTransform* ctr);
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func (p *Physics) CreateRigidDynamic(tr *Transform) *RigidDynamic {
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return &RigidDynamic{
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cRd: C.CPxPhysics_createRigidDynamic(p.cPhysics, &tr.cT),
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@ -18,6 +18,9 @@ extern "C" {
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CPxAPI CSTRUCT CPxPvdSceneClient* CPxScene_getScenePvdClient(CSTRUCT CPxScene*);
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CPxAPI void CPxScene_addActor(CSTRUCT CPxScene*, CSTRUCT CPxActor actor);
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CPxAPI void CPxScene_simulate(CSTRUCT CPxScene*, CPxReal elapsedTime);
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CPxAPI void CPxScene_collide(CSTRUCT CPxScene*, CPxReal elapsedTime);
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CPxAPI bool CPxScene_fetchCollision(CSTRUCT CPxScene*, bool block);
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CPxAPI void CPxScene_advance(CSTRUCT CPxScene*);
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CPxAPI bool CPxScene_fetchResults(CSTRUCT CPxScene*, bool block, CPxU32* errorState);
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/// <summary>
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