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93 lines
4.1 KiB
C
Executable File
93 lines
4.1 KiB
C
Executable File
#ifndef CPxScene_H
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#define CPxScene_H
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#include "CPxPvdSceneClient.h"
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#include "CPxActor.h"
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#include "CPxVec3.h"
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#include "CPxShape.h"
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#include "CPxRigidActor.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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enum CPxHitFlag
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{
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CPxHitFlag_ePOSITION = (1 << 0), //!< "position" member of #PxQueryHit is valid
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CPxHitFlag_eNORMAL = (1 << 1), //!< "normal" member of #PxQueryHit is valid
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CPxHitFlag_eUV = (1 << 3), //!< "u" and "v" barycentric coordinates of #PxQueryHit are valid. Not applicable to sweep queries.
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CPxHitFlag_eASSUME_NO_INITIAL_OVERLAP = (1 << 4), //!< Performance hint flag for sweeps when it is known upfront there's no initial overlap.
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//!< NOTE: using this flag may cause undefined results if shapes are initially overlapping.
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CPxHitFlag_eMESH_MULTIPLE = (1 << 5), //!< Report all hits for meshes rather than just the first. Not applicable to sweep queries.
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CPxHitFlag_eMESH_ANY = (1 << 6), //!< Report any first hit for meshes. If neither eMESH_MULTIPLE nor eMESH_ANY is specified,
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//!< a single closest hit will be reported for meshes.
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CPxHitFlag_eMESH_BOTH_SIDES = (1 << 7), //!< Report hits with back faces of mesh triangles. Also report hits for raycast
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//!< originating on mesh surface and facing away from the surface normal. Not applicable to sweep queries.
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//!< Please refer to the user guide for heightfield-specific differences.
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CPxHitFlag_ePRECISE_SWEEP = (1 << 8), //!< Use more accurate but slower narrow phase sweep tests.
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//!< May provide better compatibility with PhysX 3.2 sweep behavior.
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CPxHitFlag_eMTD = (1 << 9), //!< Report the minimum translation depth, normal and contact point.
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CPxHitFlag_eFACE_INDEX = (1 << 10), //!< "face index" member of #PxQueryHit is valid
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CPxHitFlag_eDEFAULT = CPxHitFlag_ePOSITION | CPxHitFlag_eNORMAL | CPxHitFlag_eFACE_INDEX,
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/** \brief Only this subset of flags can be modified by pre-filter. Other modifications will be discarded. */
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CPxHitFlag_eMODIFIABLE_FLAGS = CPxHitFlag_eMESH_MULTIPLE | CPxHitFlag_eMESH_BOTH_SIDES | CPxHitFlag_eASSUME_NO_INITIAL_OVERLAP | CPxHitFlag_ePRECISE_SWEEP
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};
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struct CPxRaycastHit
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{
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CENUM CPxHitFlag flags; //!< Hit flags specifying which members contain valid values.
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CSTRUCT CPxVec3 position; //!< World-space hit position (flag: #PxHitFlag::ePOSITION)
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CSTRUCT CPxVec3 normal; //!< World-space hit normal (flag: #PxHitFlag::eNORMAL)
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/**
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\brief Distance to hit.
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\note If the eMTD flag is used, distance will be a negative value if shapes are overlapping indicating the penetration depth.
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\note Otherwise, this value will be >= 0 */
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CPxF32 distance;
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CPxReal u, v;
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CPxU32 faceIndex;
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CSTRUCT CPxShape shape;
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CSTRUCT CPxRigidActor actor;
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};
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struct CPxRaycastBuffer
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{
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CSTRUCT CPxRaycastHit block;
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CSTRUCT CPxRaycastHit* touches;
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CPxU32 nbTouches;
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bool hasBlock;
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};
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struct CPxScene
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{
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void* obj;
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void* scratchBuffer;
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CPxU32 scratchBufferSize;
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};
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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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CPxAPI bool CPxScene_raycast(CSTRUCT CPxScene* cs, CSTRUCT CPxVec3* origin, CSTRUCT CPxVec3* unitDir, CPxReal distance, CSTRUCT CPxRaycastBuffer** hitRet);
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/// <summary>
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/// Creates a scratch buffer thats a multiple of 16K to be used by the scene when running CPxScene_simulate.
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/// The buffer MUST be 16-byte aligned. If a buffer already exists then it is freed and a new one is allocated.
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/// If multiples passed are zero then any existing buffers are cleared
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/// </summary>
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/// <returns></returns>
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CPxAPI void CPxScene_setScratchBuffer(CSTRUCT CPxScene*, CPxU32 multiplesOf16k);
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CPxAPI void CPxScene_release(CSTRUCT CPxScene*);
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#ifdef __cplusplus
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}
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#endif
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#endif // !CPxScene_H
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