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physx_lib.cpp
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physx_lib.cpp
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#include "physx_lib.h"
#include "PxPhysicsAPI.h"
#include "foundation/PxMath.h"
#include <stdio.h>
#define _USE_MATH_DEFINES
#include <math.h>
#include <assert.h>
#define PVD_HOST "127.0.0.1" //Set this to the IP address of the system running the PhysX Visual Debugger that you want to connect to.
using namespace physx;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = nullptr;
PxPhysics* gPhysics = nullptr;
PxDefaultCpuDispatcher* gDispatcher = nullptr;
PxPvd* gPvd = nullptr;
PxCooking* gCooking = nullptr;
Px_Vector3f32 to_vec(PxVec3 v) {
return *(Px_Vector3f32*) &v;
}
PxVec3 to_px(Px_Vector3f32 v) {
return *(PxVec3*) &v;
}
class Allocator_Callback : public PxAllocatorCallback
{
public:
Allocator_Callback() {}
Allocator_Callback(Px_Allocator allocator)
: allocator(allocator) {
}
virtual ~Allocator_Callback()
{
}
virtual void* allocate(size_t size, const char* type_name, const char* filename, int line) override {
return allocator.allocate_16_byte_aligned(&allocator, size, filename, line);
}
virtual void deallocate(void* ptr) {
allocator.deallocate(&allocator, ptr);
}
Px_Allocator allocator;
};
Allocator_Callback gAllocator;
uint32_t next_power_of_two(uint32_t x)
{
x |= (x >> 1);
x |= (x >> 2);
x |= (x >> 4);
x |= (x >> 8);
x |= (x >> 16);
return x + 1;
}
class DefaultMemoryOutputStream : public PxOutputStream {
public:
DefaultMemoryOutputStream(PxAllocatorCallback &allocator = PxGetFoundation().getAllocatorCallback())
: mAllocator(allocator)
, mData(0)
, mSize(0)
, mCapacity(0) {
}
virtual ~DefaultMemoryOutputStream() {
// Note, does not free
}
virtual PxU32 write(const void* src, PxU32 size) {
PxU32 expectedSize = mSize + size;
if(expectedSize > mCapacity)
{
mCapacity = PxMax(next_power_of_two(expectedSize), 4096u);
PxU8* newData = reinterpret_cast<PxU8*>(mAllocator.allocate(mCapacity,"PxDefaultMemoryOutputStream",__FILE__,__LINE__));
PX_ASSERT(newData!=NULL);
PxMemCopy(newData, mData, mSize);
if(mData)
mAllocator.deallocate(mData);
mData = newData;
}
PxMemCopy(mData+mSize, src, size);
mSize += size;
return size;
}
virtual PxU32 getSize() const {
return mSize;
}
virtual PxU8* getData() const {
return mData;
}
private:
DefaultMemoryOutputStream(const DefaultMemoryOutputStream&);
DefaultMemoryOutputStream& operator=(const DefaultMemoryOutputStream&);
PxAllocatorCallback& mAllocator;
PxU8* mData;
PxU32 mSize;
PxU32 mCapacity;
};
class DefaultMemoryInputData : public PxInputData {
public:
DefaultMemoryInputData(PxU8* data, PxU32 length)
: mSize(length)
, mData(data)
, mPos(0) {
mData = data;
mSize = length;
}
virtual PxU32 read(void* dest, PxU32 count) {
PxU32 length = PxMin<PxU32>(count, mSize-mPos);
PxMemCopy(dest, mData+mPos, length);
mPos += length;
return length;
}
virtual PxU32 getLength() const {
return mSize;
}
virtual void seek(PxU32 offset) {
mPos = PxMin<PxU32>(mSize, offset);
}
virtual PxU32 tell() const {
return mPos;
}
private:
PxU32 mSize;
const PxU8* mData;
PxU32 mPos;
};
#define NUM_GROUPS 64
typedef uint64_t Collision_Masks[NUM_GROUPS];
Collision_Masks collision_masks;
PxFilterFlags CollisionFilterShader(
PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
// TODO: for per scene masks rather than global store in constantBlock
// collision_masks = *(Collision_Masks const&) constantBlock;
if(((1 << filterData0.word0) & collision_masks[filterData1.word1]) != 0 ||
((1 << filterData1.word0) & collision_masks[filterData0.word1]) != 0) {
if(PxFilterObjectIsTrigger(attributes0) || PxFilterObjectIsTrigger(attributes1)) {
pairFlags = PxPairFlag::eTRIGGER_DEFAULT;
}
else {
pairFlags = PxPairFlag::eCONTACT_DEFAULT;
pairFlags |= PxPairFlag::eNOTIFY_TOUCH_FOUND;
pairFlags |= PxPairFlag::eNOTIFY_CONTACT_POINTS;
}
}
else {
return PxFilterFlag::eSUPPRESS;
}
return PxFilterFlag::eDEFAULT;
}
class SimulationEventCallback : public PxSimulationEventCallback {
public:
// TODO: Init setting
#define MAX_NOTIFY 256
Px_Contact touch[MAX_NOTIFY];
int numTouch = 0;
Px_Trigger triggers[MAX_NOTIFY];
int numTrigger = 0;
void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) {}
void onWake(PxActor** actors, PxU32 count) {}
void onSleep(PxActor** actors, PxU32 count) {}
void onAdvance(const PxRigidBody*const* bodyBuffer, const PxTransform* poseBuffer, const PxU32 count) {}
void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs) override
{
if(pairHeader.flags & (PxContactPairHeaderFlag::eREMOVED_ACTOR_0 | PxContactPairHeaderFlag::eREMOVED_ACTOR_1) )
{
return;
}
if(numTouch >= MAX_NOTIFY)
{
printf("Too many contacts, discarding the rest\n");
return;
}
PxVec3 pos(PxZero);
PxVec3 normal(PxZero);
PxVec3 impulse(PxZero);
float separation = 0.0f;
for(PxU32 i=0; i < nbPairs; i++)
{
const PxContactPair& cp = pairs[i];
if(cp.events & PxPairFlag::eNOTIFY_TOUCH_FOUND ||
cp.events & PxPairFlag::eNOTIFY_TOUCH_PERSISTS)
{
PxContactPairPoint ContactPointBuffer[16];
int32_t NumContactPoints = cp.extractContacts(ContactPointBuffer, 16);
// Use first contact point as collision posiion
if(NumContactPoints > 0)
{
pos = ContactPointBuffer[0].position;
normal = ContactPointBuffer[0].normal;
separation = ContactPointBuffer[0].separation;
}
// Accumulate all contact impulses
for(int32_t PointIdx=0; PointIdx < NumContactPoints; PointIdx++)
{
const PxContactPairPoint& Point = ContactPointBuffer[PointIdx];
const PxVec3 NormalImpulse = Point.impulse.dot(Point.normal) * Point.normal; // project impulse along normal
impulse += NormalImpulse;
}
}
}
Px_Contact& contact = touch[numTouch++];
contact.actor0 = pairHeader.actors[0];
contact.actor1 = pairHeader.actors[1];
contact.pos = to_vec(pos);
contact.normal = to_vec(normal);
contact.impulse = to_vec(impulse);
}
void onTrigger(PxTriggerPair* pairs, PxU32 count) override
{
for(PxU32 i=0; i < count; i++)
{
if(numTrigger >= MAX_NOTIFY)
{
printf("Too many trigger events, discarding the rest\n");
return;
}
// ignore pairs when shapes have been deleted
if (pairs[i].flags & (PxTriggerPairFlag::eREMOVED_SHAPE_TRIGGER | PxTriggerPairFlag::eREMOVED_SHAPE_OTHER))
continue;
Px_Trigger_State state = eNOTIFY_TOUCH_FOUND;
if(pairs[i].status & PxPairFlag::eNOTIFY_TOUCH_FOUND) {
state = eNOTIFY_TOUCH_FOUND;
}
if(pairs[i].status & PxPairFlag::eNOTIFY_TOUCH_LOST) {
state = eNOTIFY_TOUCH_LOST;
}
fflush(stdout);
Px_Trigger& trigger = triggers[numTrigger++];
trigger.trigger = pairs[i].triggerActor;
trigger.other_actor = pairs[i].otherActor;
trigger.state = state;
}
}
};
void px_init(Px_Allocator allocator, bool initialize_cooking, bool initialize_pvd) {
gAllocator = Allocator_Callback(allocator);
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
if(initialize_pvd) {
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
}
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), false, gPvd);
PxInitExtensions(*gPhysics, gPvd);
if(initialize_cooking) {
gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale()));
}
gDispatcher = PxDefaultCpuDispatcherCreate(4);
for(int i = 0; i < NUM_GROUPS; ++i) {
// Collide against all groups by Default
collision_masks[i] = UINT64_MAX;
}
}
void px_destroy() {
PxCloseExtensions();
gDispatcher->release();
if(gCooking) {
gCooking->release();
}
gPhysics->release();
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release();
gPvd = nullptr;
if(transport) {
transport->release();
}
}
gFoundation->release();
}
Px_Scene px_scene_create() {
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = CollisionFilterShader;
sceneDesc.simulationEventCallback = new SimulationEventCallback();
// Enable contacts between kinematic/kinematic/static actors
sceneDesc.kineKineFilteringMode = PxPairFilteringMode::eKEEP;
sceneDesc.staticKineFilteringMode = PxPairFilteringMode::eKEEP;
// Enable getActiveActors
sceneDesc.flags.set(PxSceneFlag::eENABLE_ACTIVE_ACTORS);
PxScene* scene = gPhysics->createScene(sceneDesc);
scene->userData = PxCreateControllerManager(*scene);
PxPvdSceneClient* pvdClient = scene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
return (Px_Scene) scene;
}
void px_scene_release(Px_Scene scene_handle) {
PxScene* scene = (PxScene*) scene_handle;
((PxControllerManager*) scene->userData)->release();
if(scene->getSimulationEventCallback()) {
delete scene->getSimulationEventCallback();
scene->setSimulationEventCallback(nullptr);
}
scene->release();
}
void px_scene_simulate(Px_Scene scene_handle, float dt, void* scratch_memory_16_byte_aligned, size_t scratch_size) {
PxScene* scene = (PxScene*) scene_handle;
SimulationEventCallback* callback = (SimulationEventCallback*) scene->getSimulationEventCallback();
callback->numTouch = 0;
callback->numTrigger = 0;
scene->simulate(dt, nullptr, scratch_memory_16_byte_aligned, scratch_size);
scene->fetchResults(true);
}
void px_scene_set_gravity(Px_Scene scene_handle, Px_Vector3f32 gravity) {
PxScene* scene = (PxScene*) scene_handle;
scene->setGravity(*(PxVec3*) &gravity);
}
void px_scene_add_actor(Px_Scene scene_handle, Px_Actor actor_handle) {
PxScene* scene = (PxScene*) scene_handle;
PxRigidActor* actor = (PxRigidActor*) actor_handle;
scene->addActor(*actor);
}
void px_scene_remove_actor(Px_Scene scene_handle, Px_Actor actor_handle) {
PxScene* scene = (PxScene*) scene_handle;
PxRigidActor* actor = (PxRigidActor*) actor_handle;
scene->removeActor(*actor);
}
Px_Actor* px_scene_get_active_actors(Px_Scene scene_handle, uint32_t* num_actors) {
PxScene* scene = (PxScene*) scene_handle;
return (Px_Actor*) scene->getActiveActors(*num_actors);
}
Px_Contact* px_scene_get_contacts(Px_Scene scene_handle, uint32_t* num_contacts) {
PxScene* scene = (PxScene*) scene_handle;
SimulationEventCallback* callback = (SimulationEventCallback*) scene->getSimulationEventCallback();
*num_contacts = (uint32_t) callback->numTouch;
return callback->touch;
}
Px_Trigger* px_scene_get_triggers(Px_Scene scene_handle, uint32_t* num_triggers) {
PxScene* scene = (PxScene*) scene_handle;
SimulationEventCallback* callback = (SimulationEventCallback*) scene->getSimulationEventCallback();
*num_triggers = (uint32_t) callback->numTrigger;
return callback->triggers;
}
void px_scene_set_collision_mask(Px_Scene scene_handle, uint32_t mask_index, uint64_t mask) {
if(mask_index >= 0 && mask_index < NUM_GROUPS) {
collision_masks[mask_index] = mask;
}
}
Px_Query_Hit px_scene_raycast(Px_Scene scene_handle, Px_Vector3f32 origin, Px_Vector3f32 direction, float distance, uint32_t mask_index) {
PxScene* scene = (PxScene*) scene_handle;
PxRaycastBuffer raycast_buffer;
PxQueryFilterData query_filter_data;
query_filter_data.data.word0 = collision_masks[mask_index];
scene->raycast(to_px(origin), to_px(direction), distance, raycast_buffer, PxHitFlags(PxHitFlag::eDEFAULT), query_filter_data);
Px_Query_Hit result;
result.valid = raycast_buffer.hasBlock;
result.pos = result.valid ? to_vec(raycast_buffer.block.position) : Px_Vector3f32{0,0,0};
result.normal = result.valid ? to_vec(raycast_buffer.block.normal) : Px_Vector3f32{0,0,0};
return result;
}
Px_Material px_material_create(float static_friction, float dynamic_friction, float restitution) {
return (Px_Material) gPhysics->createMaterial(static_friction, dynamic_friction, restitution);
}
void px_material_release(Px_Material material_handle) {
PxMaterial* material = (PxMaterial*) material_handle;
material->release();
}
Px_Actor px_actor_create() {
return (Px_Actor) gPhysics->createRigidDynamic(PxTransform(PxZero, PxIdentity));
}
void px_actor_release(Px_Actor actor_handle) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
actor->release();
}
void* px_actor_get_user_data(Px_Actor actor_handle) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
return actor->userData;
}
void px_actor_set_user_data(Px_Actor actor_handle, void* user_data) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
actor->userData = user_data;
}
void px_actor_set_kinematic(Px_Actor actor_handle, bool kinematic) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
actor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, kinematic);
}
Px_Transform px_actor_get_transform(Px_Actor actor_handle) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
return *(Px_Transform*) &actor->getGlobalPose();
}
void px_actor_set_transform(Px_Actor actor_handle, Px_Transform transform, bool teleport) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
if(!teleport && actor->getScene() && (actor->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC))
{
actor->setKinematicTarget(*(PxTransform*) &transform);
}
else
{
actor->setGlobalPose(*(PxTransform*) &transform);
}
}
Px_Vector3f32 px_actor_get_velocity(Px_Actor actor_handle) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
return to_vec(actor->getLinearVelocity());
}
void px_actor_set_velocity(Px_Actor actor_handle, Px_Vector3f32 velocity) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
actor->setLinearVelocity(to_px(velocity));
}
void px_actor_add_shape_box(Px_Actor actor_handle, Px_Vector3f32 half_extents, Px_Material material_handle, uint32_t shape_layer_index, uint32_t mask_index, bool trigger) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
PxMaterial* material = (PxMaterial*) material_handle;
PxBoxGeometry geometry;
geometry.halfExtents = to_px(half_extents);
PxShape* shape = gPhysics->createShape(geometry, *material, false);
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, !trigger);
shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, trigger);
shape->setSimulationFilterData(PxFilterData(shape_layer_index, mask_index, 0, 0));
shape->setQueryFilterData(PxFilterData(1 << shape_layer_index, 0, 0, 0));
actor->attachShape(*shape);
shape->release();
PxRigidBodyExt::updateMassAndInertia(*actor, 1);
}
void px_actor_add_shape_sphere(Px_Actor actor_handle, float radius, Px_Material material_handle, uint32_t shape_layer_index, uint32_t mask_index, bool trigger) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
PxMaterial* material = (PxMaterial*) material_handle;
PxSphereGeometry geometry;
geometry.radius = radius;
PxShape* shape = gPhysics->createShape(geometry, *material, false);
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, !trigger);
shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, trigger);
shape->setSimulationFilterData(PxFilterData(shape_layer_index, mask_index, 0, 0));
shape->setQueryFilterData(PxFilterData(1 << shape_layer_index, 0, 0, 0));
actor->attachShape(*shape);
shape->release();
PxRigidBodyExt::updateMassAndInertia(*actor, 1);
}
void px_actor_add_shape_triangle_mesh(Px_Actor actor_handle, Px_Triangle_Mesh triangle_mesh_handle, Px_Material material_handle, uint32_t shape_layer_index, uint32_t mask_index) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
PxMaterial* material = (PxMaterial*) material_handle;
PxTriangleMeshGeometry geometry;
geometry.triangleMesh = (PxTriangleMesh*) triangle_mesh_handle;
PxShape* shape = gPhysics->createShape(geometry, *material, false);
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
shape->setSimulationFilterData(PxFilterData(shape_layer_index, mask_index, 0, 0));
shape->setQueryFilterData(PxFilterData(1 << shape_layer_index, 0, 0, 0));
actor->attachShape(*shape);
shape->release();
// Note - no mass/inertia update. Trimeshes can't be used for simulation
}
void px_actor_add_shape_convex_mesh(Px_Actor actor_handle, Px_Convex_Mesh convex_mesh_handle, Px_Material material_handle, uint32_t shape_layer_index, uint32_t mask_index) {
PxRigidDynamic* actor = (PxRigidDynamic*) actor_handle;
PxMaterial* material = (PxMaterial*) material_handle;
PxConvexMeshGeometry geometry;
geometry.convexMesh = (PxConvexMesh*) convex_mesh_handle;
PxShape* shape = gPhysics->createShape(geometry, *material, false);
shape->setSimulationFilterData(PxFilterData(shape_layer_index, mask_index, 0, 0));
shape->setQueryFilterData(PxFilterData(1 << shape_layer_index, 0, 0, 0));
actor->attachShape(*shape);
shape->release();
PxRigidBodyExt::updateMassAndInertia(*actor, 1);
}
Px_Buffer px_cook_triangle_mesh(Px_Mesh_Description mesh_description)
{
uint32_t numTrisPerLeaf = 4; // 15 for fast
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = mesh_description.num_vertices;
meshDesc.points.data = mesh_description.vertices;
meshDesc.points.stride = mesh_description.vertex_stride;
meshDesc.triangles.count = mesh_description.num_triangles;
meshDesc.triangles.data = mesh_description.indices;
meshDesc.triangles.stride = mesh_description.triangle_stride;
// TODO: option
// meshDesc.flags.set(PxMeshFlag::eFLIPNORMALS);
PxCookingParams params = gCooking->getParams();
params.midphaseDesc.mBVH34Desc.numPrimsPerLeaf = numTrisPerLeaf;
gCooking->setParams(params);
DefaultMemoryOutputStream outBuffer;
gCooking->cookTriangleMesh(meshDesc, outBuffer);
Px_Buffer result;
result.data = outBuffer.getData();
result.size = outBuffer.getSize();
return result;
}
Px_Buffer px_cook_convex_mesh(Px_Mesh_Description mesh_description)
{
PxConvexMeshDesc desc;
desc.points.data = mesh_description.vertices;
desc.points.count = mesh_description.num_vertices;
desc.points.stride = mesh_description.vertex_stride;
desc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
DefaultMemoryOutputStream outBuffer;
gCooking->cookConvexMesh(desc, outBuffer);
Px_Buffer result;
result.data = outBuffer.getData();
result.size = outBuffer.getSize();
return result;
}
void px_buffer_free(Px_Buffer buffer) {
PxAllocatorCallback &allocator = PxGetFoundation().getAllocatorCallback();
if(buffer.data) {
allocator.deallocate(buffer.data);
}
}
Px_Triangle_Mesh px_triangle_mesh_create(Px_Buffer buffer) {
DefaultMemoryInputData stream((PxU8*) buffer.data, buffer.size);
return (Px_Triangle_Mesh) gPhysics->createTriangleMesh(stream);
}
void px_triangle_mesh_release(Px_Triangle_Mesh triangle_mesh_handle) {
PxTriangleMesh* triangle_mesh = (PxTriangleMesh*) triangle_mesh_handle;
triangle_mesh->release();
}
Px_Convex_Mesh px_convex_mesh_create(Px_Buffer buffer) {
DefaultMemoryInputData stream((PxU8*) buffer.data, buffer.size);
return (Px_Convex_Mesh) gPhysics->createConvexMesh(stream);
}
void px_convex_mesh_release(Px_Convex_Mesh convex_mesh_handle) {
PxConvexMesh* convex_mesh = (PxConvexMesh*) convex_mesh_handle;
convex_mesh->release();
}
Px_Controller px_controller_create(Px_Scene scene_handle, Px_Controller_Settings settings) {
PxScene* scene = (PxScene*) scene_handle;
PxControllerManager* controller_manager = (PxControllerManager*) scene->userData;
PxCapsuleControllerDesc desc;
desc.position = PxExtendedVec3(0,0,0);
desc.slopeLimit = cosf(settings.slope_limit_deg * M_PI / 180.0f);
desc.contactOffset = 0.01f;
desc.stepOffset = 0.05f;
desc.invisibleWallHeight = 0.0f;
desc.maxJumpHeight = 0.0f;
desc.radius = settings.radius;
desc.height = settings.height;
desc.material = (PxMaterial*) settings.material;
desc.upDirection = to_px(settings.up);
PxController* controller = controller_manager->createController(desc);
PxShape* shape = nullptr;
assert(controller->getActor()->getNbShapes() == 1);
controller->getActor()->getShapes(&shape, 1);
shape->setSimulationFilterData(PxFilterData(settings.shape_layer_index, settings.mask_index, 0, 13));
shape->setQueryFilterData(PxFilterData(1 << settings.shape_layer_index, 0, 0, 0));
return (Px_Controller) controller;
}
void px_controller_release(Px_Controller controller_handle) {
PxController* controller = (PxController*) controller_handle;
controller->release();
}
Px_Vector3f32 px_controller_get_position(Px_Controller controller_handle) {
PxController* controller = (PxController*) controller_handle;
Px_Vector3f32 result;
result.x = controller->getPosition().x;
result.y = controller->getPosition().y;
result.z = controller->getPosition().z;
return result;
}
void px_controller_set_position(Px_Controller controller_handle, Px_Vector3f32 position) {
PxController* controller = (PxController*) controller_handle;
}
void px_controller_move(Px_Controller controller_handle, Px_Vector3f32 displacement, float dt, uint32_t mask_index) {
PxController* controller = (PxController*) controller_handle;
PxFilterData filter_data(collision_masks[mask_index], 0, 0, 0);
PxControllerFilters filters;
filters.mFilterData = &filter_data;
PxVec3 disp = to_px(displacement);
controller->move(disp, 0.001f, dt, filters);
}