Files
physx-go/pgo/pgo.go
2022-12-07 01:45:28 +04:00

667 lines
15 KiB
Go
Executable File

package pgo
/*
#cgo CFLAGS: -I physx-c
#cgo LDFLAGS: -L ./libs -l physx-c
#include <wrap.c>
#include <stdlib.h> //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{}
if pvd != nil {
p.cPhysics = C.CPxCreatePhysics(f.cFoundation, ts.cTolScale, C._Bool(trackOutstandingAllocations), pvd.cPvd)
} else {
p.cPhysics = C.CPxCreatePhysics(f.cFoundation, ts.cTolScale, C._Bool(trackOutstandingAllocations), nil)
}
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)}
}
// DefaultCpuDispatcherCreate sets the number of threads used by physX.
// If affinityMasksPerThread is nil/zero then default masks are used, otherwise the size of the array
// must match the number of threads
func DefaultCpuDispatcherCreate(numThreads uint32, affinityMasksPerThread []uint32) *DefaultCpuDispatcher {
if len(affinityMasksPerThread) == 0 {
return &DefaultCpuDispatcher{
cDefCpuDisp: C.CPxDefaultCpuDispatcherCreate(C.uint(numThreads), nil),
}
}
arr := make([]C.uint, len(affinityMasksPerThread))
for i := 0; i < len(arr); i++ {
arr[i] = C.uint(affinityMasksPerThread[i])
}
return &DefaultCpuDispatcher{
cDefCpuDisp: C.CPxDefaultCpuDispatcherCreate(C.uint(numThreads), &arr[0]),
}
}
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))
}
func (p *PvdSceneClient) Release() {
C.CPxPvdSceneClient_release(p.cPvdSceneClient)
}
type Material struct {
cM *C.struct_CPxMaterial
}
type Plane struct {
cP C.struct_CPxPlane
}
func NewPlane(nx, ny, nz, distance float32) *Plane {
//If we don't keep a space between return and func definition this crashes?????
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),
}
}