package pgo /* #cgo CFLAGS: -I physx-c #cgo LDFLAGS: -L ./libs -l physx-c #include #include //Needed for C.free //simulation event callbacks forward declarations. Actual definitions MUST be in a go different file void goOnContactCallback_cgo(void* pairHeader); */ import "C" import ( "unsafe" "github.com/bloeys/gglm/gglm" ) var ( contactCallback func(ContactPairHeader) = func(ContactPairHeader) {} ) type Foundation struct { cFoundation *C.struct_CPxFoundation } func (f *Foundation) Release() { C.CPxFoundation_release(f.cFoundation) } func CreateFoundation() *Foundation { f := &Foundation{} f.cFoundation = C.CPxCreateFoundation() return f } type Pvd struct { cPvd *C.struct_CPxPvd } func (p *Pvd) Connect(pvdTr *PvdTransport, instFlag PvdInstrumentationFlag) bool { return bool(C.CPxPvd_connect(p.cPvd, pvdTr.cPvdTr, uint32(instFlag))) } func (p *Pvd) Release() { C.CPxPvd_release(p.cPvd) } func CreatePvd(f *Foundation) *Pvd { p := &Pvd{} p.cPvd = C.CPxCreatePvd(f.cFoundation) return p } type PvdTransport struct { cPvdTr *C.struct_CPxPvdTransport } func (p *PvdTransport) Release() { C.CPxPvdTransport_release(p.cPvdTr) } func DefaultPvdSocketTransportCreate(host string, port, timeoutMillis int) *PvdTransport { //This CString should NOT be freed because its stored internally. If this is freed connection to PVD will fail p := &PvdTransport{} p.cPvdTr = C.CPxDefaultPvdSocketTransportCreate(C.CString(host), C.int(port), C.int(timeoutMillis)) return p } type TolerancesScale struct { cTolScale C.struct_CPxTolerancesScale } func NewTolerancesScale(length, speed float32) *TolerancesScale { return &TolerancesScale{ cTolScale: C.struct_CPxTolerancesScale{ length: C.float(length), speed: C.float(speed), }, } } type Scene struct { cS *C.struct_CPxScene } func (s *Scene) GetScenePvdClient() *PvdSceneClient { return &PvdSceneClient{ cPvdSceneClient: C.CPxScene_getScenePvdClient(s.cS), } } func (s *Scene) AddActor(a Actor) { C.CPxScene_addActor(s.cS, a.cA) } func (s *Scene) Simulate(elapsedTime float32) { C.CPxScene_simulate(s.cS, C.float(elapsedTime)) } func (s *Scene) Collide(elapsedTime float32) { C.CPxScene_collide(s.cS, C.float(elapsedTime)) } func (s *Scene) FetchCollision(block bool) bool { return bool(C.CPxScene_fetchCollision(s.cS, C._Bool(block))) } func (s *Scene) Advance() { C.CPxScene_advance(s.cS) } func (s *Scene) FetchResults(block bool) (bool, uint32) { var errState uint32 b := C.CPxScene_fetchResults(s.cS, C._Bool(block), (*C.uint)(&errState)) return bool(b), errState } func (s *Scene) SetScratchBuffer(multiplesOf16k uint32) { C.CPxScene_setScratchBuffer(s.cS, C.uint(multiplesOf16k)) } func (s *Scene) Raycast(origin, unitDir *Vec3, distance float32) (bool, RaycastBuffer) { rb := RaycastBuffer{} ret := C.CPxScene_raycast(s.cS, &origin.cV, &unitDir.cV, C.float(distance), &rb.cRb) return bool(ret), rb } func (s *Scene) RaycastWithHitBuffer(origin, unitDir *Vec3, distance float32, rb *RaycastBuffer, touchesToRead uint) bool { ret := C.CPxScene_raycastWithHitBuffer(s.cS, &origin.cV, &unitDir.cV, C.float(distance), rb.cRb, C.uint(touchesToRead)) return bool(ret) } type RaycastBuffer struct { cRb *C.struct_CPxRaycastBuffer } func (rb *RaycastBuffer) HasBlock() bool { return bool(rb.cRb.hasBlock) } func (rb *RaycastBuffer) GetBlock() RaycastHit { return RaycastHit{ cRh: &rb.cRb.block, } } func (rb *RaycastBuffer) GetnbTouches() int { return int(rb.cRb.nbTouches) } func (rb *RaycastBuffer) GetTouches() []RaycastHit { hits := make([]RaycastHit, rb.cRb.nbTouches) touches := unsafe.Slice(rb.cRb.touches, rb.cRb.nbTouches) for i := 0; i < len(hits); i++ { hits[i].cRh = &touches[i] } return hits } func (rb *RaycastBuffer) Release() { C.CPxRaycastBuffer_release(rb.cRb) } func NewRaycastBuffer(maxTouches uint32) *RaycastBuffer { rb := &RaycastBuffer{ cRb: C.NewCPxRaycastBufferWithAlloc(C.uint(maxTouches)), } return rb } type RaycastHit struct { cRh *C.struct_CPxRaycastHit } func (rh *RaycastHit) GetActor() RigidActor { return RigidActor{ cRa: rh.cRh.actor, } } func (rh *RaycastHit) GetShape() Shape { return Shape{ cShape: rh.cRh.shape, } } func (rh *RaycastHit) GetDistance() float32 { return float32(rh.cRh.distance) } func (rh *RaycastHit) GetFaceIndex() uint { return uint(rh.cRh.faceIndex) } func (rh *RaycastHit) GetHitFlags() HitFlag { return HitFlag(rh.cRh.flags) } func (rh *RaycastHit) GetNormal() gglm.Vec3 { return gglm.Vec3{ Data: [3]float32{ float32(rh.cRh.normal.x), float32(rh.cRh.normal.y), float32(rh.cRh.normal.z), }, } } func (rh *RaycastHit) GetPos() gglm.Vec3 { return gglm.Vec3{ Data: [3]float32{ float32(rh.cRh.position.x), float32(rh.cRh.position.y), float32(rh.cRh.position.z), }, } } func (rh *RaycastHit) GetUV() (float32, float32) { return float32(rh.cRh.u), float32(rh.cRh.v) } type Physics struct { cPhysics *C.struct_CPxPhysics } func (p *Physics) CreateScene(sd *SceneDesc) *Scene { return &Scene{ cS: C.CPxPhysics_createScene(p.cPhysics, &sd.cSD), } } func (p *Physics) CreateMaterial(staticFriction, dynamicFriction, restitution float32) *Material { return &Material{ cM: C.CPxPhysics_createMaterial(p.cPhysics, C.float(staticFriction), C.float(dynamicFriction), C.float(restitution)), } } func (p *Physics) CreateRigidDynamic(tr *Transform) *RigidDynamic { return &RigidDynamic{ cRd: C.CPxPhysics_createRigidDynamic(p.cPhysics, &tr.cT), } } func (p *Physics) CreateRigidStatic(tr *Transform) *RigidStatic { return &RigidStatic{ cRs: C.CPxPhysics_createRigidStatic(p.cPhysics, &tr.cT), } } func (p *Physics) Release() { C.CPxPhysics_release(p.cPhysics) } func CreatePhysics(f *Foundation, ts *TolerancesScale, trackOutstandingAllocations bool, pvd *Pvd) *Physics { p := &Physics{} p.cPhysics = C.CPxCreatePhysics(f.cFoundation, ts.cTolScale, C._Bool(trackOutstandingAllocations), pvd.cPvd) return p } type FilterData struct { cFilterData C.struct_CPxFilterData } func NewFilterData(w0, w1, w2, w3 uint32) FilterData { return FilterData{ cFilterData: C.struct_CPxFilterData{ word0: C.uint(w0), word1: C.uint(w1), word2: C.uint(w2), word3: C.uint(w3), }, } } type Shape struct { cShape C.struct_CPxShape } func (s *Shape) GetLocalPose() *Transform { return &Transform{ cT: C.CPxShape_getLocalPose(&s.cShape), } } func (s *Shape) SetLocalPose(tr *Transform) { C.CPxShape_setLocalPose(&s.cShape, &tr.cT) } func (s *Shape) GetSimulationFilterData() FilterData { return FilterData{ cFilterData: C.CPxShape_getSimulationFilterData(&s.cShape), } } func (s *Shape) SetSimulationFilterData(fd *FilterData) { C.CPxShape_setSimulationFilterData(&s.cShape, &fd.cFilterData) } func CreateExclusiveShape(rigidActor RigidActor, geom *Geometry, mat *Material, shapeFlags ShapeFlags) Shape { return Shape{ cShape: C.createExclusiveShape(rigidActor.cRa, geom.cG, mat.cM, uint32(shapeFlags)), } } type Vec3 struct { cV C.struct_CPxVec3 } func (v *Vec3) X() float32 { return float32(v.cV.x) } func (v *Vec3) Y() float32 { return float32(v.cV.y) } func (v *Vec3) Z() float32 { return float32(v.cV.z) } func NewVec3(x, y, z float32) *Vec3 { return &Vec3{ cV: C.struct_CPxVec3{ x: C.float(x), y: C.float(y), z: C.float(z), }, } } type CpuDispatcher struct { cCpuDisp *C.struct_CPxCpuDispatcher } type DefaultCpuDispatcher struct { cDefCpuDisp *C.struct_CPxDefaultCpuDispatcher } func (d *DefaultCpuDispatcher) ToCpuDispatcher() *CpuDispatcher { return &CpuDispatcher{cCpuDisp: (*C.struct_CPxCpuDispatcher)(d.cDefCpuDisp)} } func DefaultCpuDispatcherCreate(numThreads, affinityMasks uint32) *DefaultCpuDispatcher { return &DefaultCpuDispatcher{ cDefCpuDisp: C.CPxDefaultCpuDispatcherCreate(C.uint(numThreads), C.uint(affinityMasks)), } } type SceneDesc struct { cSD C.struct_CPxSceneDesc } func (sd *SceneDesc) SetGravity(v *Vec3) { C.CPxSceneDesc_set_gravity(&sd.cSD, v.cV) } func (sd *SceneDesc) SetCpuDispatcher(cd *CpuDispatcher) { C.CPxSceneDesc_set_cpuDispatcher(&sd.cSD, cd.cCpuDisp) } //SetOnContactCallback sets the GLOBAL contact callback handler. Physx-c currently only supports 1 contact callback handler. //Setting a contact callback handler overrides the previous one. Only the most recent one gets called. func (sd *SceneDesc) SetOnContactCallback(cb func(ContactPairHeader)) { contactCallback = cb C.CPxSceneDesc_set_onContactCallback(&sd.cSD, (C.CPxonContactCallback)(unsafe.Pointer(C.goOnContactCallback_cgo))) } func NewSceneDesc(ts *TolerancesScale) *SceneDesc { return &SceneDesc{ cSD: C.NewCPxSceneDesc(ts.cTolScale), } } type ContactPairHeader struct { cCPH *C.struct_CPxContactPairHeader } func (cph *ContactPairHeader) GetRigidActors() [2]RigidActor { return [2]RigidActor{ { cRa: cph.cCPH.actors[0], }, { cRa: cph.cCPH.actors[1], }, } } func (cph *ContactPairHeader) GetFlags() ContactPairHeaderFlag { return ContactPairHeaderFlag(cph.cCPH.flags) } func (cph *ContactPairHeader) GetnbPairs() int { return int(cph.cCPH.nbPairs) } func (cph *ContactPairHeader) GetPairs() []ContactPair { contactPairs := make([]ContactPair, cph.cCPH.nbPairs) cPairs := unsafe.Slice(cph.cCPH.pairs, cph.cCPH.nbPairs) for i := 0; i < len(contactPairs); i++ { contactPairs[i].cCp = &cPairs[i] } return contactPairs } type ContactPair struct { cCp *C.struct_CPxContactPair } func (cp *ContactPair) GetFlags() ContactPairFlag { return ContactPairFlag(cp.cCp.flags) } func (cp *ContactPair) GetEvents() PairFlags { return PairFlags(cp.cCp.events) } func (cp *ContactPair) GetPatchCount() int { return int(cp.cCp.patchCount) } func (cp *ContactPair) GetContactPointCount() int { return int(cp.cCp.contactCount) } func (cp *ContactPair) GetContactPoints() []ContactPairPoint { ccps := make([]ContactPairPoint, cp.cCp.contactCount) extractedPoints := unsafe.Slice(cp.cCp.extractedContactPoints, cp.cCp.contactCount) for i := 0; i < len(extractedPoints); i++ { ccps[i].cCpp = &extractedPoints[i] } return ccps } type ContactPairPoint struct { cCpp *C.struct_CPxContactPairPoint } func (cpp *ContactPairPoint) GetPos() gglm.Vec3 { return gglm.Vec3{Data: [3]float32{ float32(cpp.cCpp.position.x), float32(cpp.cCpp.position.y), float32(cpp.cCpp.position.z), }} } func (cpp *ContactPairPoint) GetImpulse() gglm.Vec3 { return gglm.Vec3{Data: [3]float32{ float32(cpp.cCpp.impulse.x), float32(cpp.cCpp.impulse.y), float32(cpp.cCpp.impulse.z), }} } func (cpp *ContactPairPoint) GetNormal() gglm.Vec3 { return gglm.Vec3{Data: [3]float32{ float32(cpp.cCpp.normal.x), float32(cpp.cCpp.normal.y), float32(cpp.cCpp.normal.z), }} } func (cpp *ContactPairPoint) GetSeparation() float32 { return float32(cpp.cCpp.separation) } func (cpp *ContactPairPoint) GetInternalFaceIndices() (float32, float32) { return float32(cpp.cCpp.internalFaceIndex0), float32(cpp.cCpp.internalFaceIndex1) } type PvdSceneFlag uint32 const ( PvdSceneFlag_eTRANSMIT_CONTACTS PvdSceneFlag = (1 << 0) //Transmits contact stream to PVD. PvdSceneFlag_eTRANSMIT_SCENEQUERIES PvdSceneFlag = (1 << 1) //Transmits scene query stream to PVD. PvdSceneFlag_eTRANSMIT_CONSTRAINTS PvdSceneFlag = (1 << 2) //Transmits constraints visualize stream to PVD. ) type PvdSceneClient struct { cPvdSceneClient *C.struct_CPxPvdSceneClient } func (p *PvdSceneClient) SetScenePvdFlag(flag PvdSceneFlag, value bool) { C.CPxPvdSceneClient_setScenePvdFlag(p.cPvdSceneClient, uint32(flag), C._Bool(value)) } type Material struct { cM *C.struct_CPxMaterial } type Plane struct { cP C.struct_CPxPlane } func NewPlane(nx, ny, nz, distance float32) *Plane { return &Plane{ cP: C.NewCPxPlane(C.float(nx), C.float(ny), C.float(nz), C.float(distance)), } } type Quat struct { cQ C.struct_CPxQuat } // CPxAPI CPxInline CSTRUCT CPxQuat NewCPxQuat(float angleRads, float x, float y, float z); func NewQuat(angleRads, x, y, z float32) *Quat { return &Quat{ cQ: C.NewCPxQuat(C.float(angleRads), C.float(x), C.float(y), C.float(z)), } } type Transform struct { cT C.struct_CPxTransform } // struct CPxTransform NewCPxTransform(struct CPxVec3*, struct CPxQuat*); func NewTransform(v *Vec3, q *Quat) *Transform { return &Transform{ cT: C.NewCPxTransform(&v.cV, &q.cQ), } } type Geometry struct { cG C.struct_CPxGeometry } type SphereGeometry struct { cSg C.struct_CPxSphereGeometry } // struct CPxGeometry CPxSphereGeometry_toCPxGeometry(struct CPxSphereGeometry*); func (sg *SphereGeometry) ToGeometry() *Geometry { return &Geometry{ cG: C.CPxSphereGeometry_toCPxGeometry(&sg.cSg), } } // struct CPxSphereGeometry NewCPxSphereGeometry(CPxReal radius); func NewSphereGeometry(radius float32) *SphereGeometry { return &SphereGeometry{ cSg: C.struct_CPxSphereGeometry{ radius: C.float(radius), }, } } type BoxGeometry struct { cBg C.struct_CPxBoxGeometry } func (bg *BoxGeometry) ToGeometry() *Geometry { return &Geometry{ cG: C.CPxBoxGeometry_toCPxGeometry(&bg.cBg), } } func NewBoxGeometry(hx, hy, hz float32) *BoxGeometry { return &BoxGeometry{ cBg: C.struct_CPxBoxGeometry{ hx: C.float(hx), hy: C.float(hy), hz: C.float(hz), }, } } type CapsuleGeometry struct { cCg C.struct_CPxCapsuleGeometry } func (bg *CapsuleGeometry) ToGeometry() *Geometry { return &Geometry{ cG: C.CPxCapsuleGeometry_toCPxGeometry(&bg.cCg), } } func NewCapsuleGeometry(radius, halfHeight float32) *CapsuleGeometry { return &CapsuleGeometry{ cCg: C.struct_CPxCapsuleGeometry{ radius: C.float(radius), halfHeight: C.float(halfHeight), }, } } type Actor struct { cA C.struct_CPxActor } type RigidActor struct { cRa C.struct_CPxRigidActor } func (ra *RigidActor) SetSimFilterData(fd *FilterData) { C.CPxRigidActor_setSimFilterData(&ra.cRa, &fd.cFilterData) } // CPxAPI void CPxRigidActor_setSimFilterData(CSTRUCT CPxRigidActor* cra, CSTRUCT CPxFilterData* cfd); type RigidStatic struct { cRs *C.struct_CPxRigidStatic } func (rs *RigidStatic) ToActor() Actor { return Actor{ cA: C.CPxRigidStatic_toCPxActor(rs.cRs), } } func (rs *RigidStatic) ToRigidActor() RigidActor { return RigidActor{ cRa: C.CPxRigidStatic_toCPxRigidActor(rs.cRs), } } func CreatePlane(p *Physics, plane *Plane, mat *Material) *RigidStatic { return &RigidStatic{ cRs: C.CPxCreatePlane(p.cPhysics, &plane.cP, mat.cM), } }