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almost all objects contain only one pointer inside, making them very small, so no point paying (de)allocation costs. This has also been done to physx-c
40 lines
1.6 KiB
C
Executable File
40 lines
1.6 KiB
C
Executable File
#ifndef CPxSceneDesc_H
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#define CPxSceneDesc_H
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#include "CPxTolerancesScale.h"
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#include "CPxVec3.h"
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#include "CPxCpuDispatcher.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct CPxSceneDesc {
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void* obj;
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};
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typedef void (*CPxonContactCallback)(void* pairHeader);
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/// <summary>
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/// Creates a SceneDesc with a custom filterShader that uses word0/word1 as groups shapes can belong to, word2 as a mask on word0, and word3 as a mask on word1.
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/// </summary>
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/// <param name="CPxTolerancesScale"></param>
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/// <returns></returns>
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CPxAPI CSTRUCT CPxSceneDesc NewCPxSceneDesc(CSTRUCT CPxTolerancesScale);
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CPxAPI void CPxSceneDesc_set_gravity(CSTRUCT CPxSceneDesc, CSTRUCT CPxVec3);
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CPxAPI void CPxSceneDesc_set_cpuDispatcher(CSTRUCT CPxSceneDesc, CSTRUCT CPxCpuDispatcher);
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//CPxSceneDesc_set_onContactCallback sets the contact callback handler of the given scene descriptor.
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//The callback is sent an object of type 'CPxContactPairHeader*'. This object is only valid for the duration of the callback handler.
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//Therefore, the callback handler MUST copy data it wishes to keep for longer than the lifetime of the callback handler, as the memory it was handed might be reused/freed.
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//
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//NOTE: This function assumes you are using the default physx-c callback handler. Do NOT use this function if you set 'sceneDesc->simulationEventCallback' with your own custom implementation.
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CPxAPI void CPxSceneDesc_set_onContactCallback(CSTRUCT CPxSceneDesc, CPxonContactCallback cb);
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CPxAPI void FreeCPxSceneDesc(CSTRUCT CPxSceneDesc);
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#ifdef __cplusplus
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}
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#endif
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#endif |