Start upgrading to physx 0.10.

This commit is contained in:
Crozet Sébastien
2020-12-21 16:02:57 +01:00
parent 486fbd972f
commit 27ebb541f8
2 changed files with 235 additions and 310 deletions

View File

@@ -28,12 +28,12 @@ rand = "0.7"
rand_pcg = "0.2" rand_pcg = "0.2"
instant = { version = "0.1", features = [ "web-sys", "now" ]} instant = { version = "0.1", features = [ "web-sys", "now" ]}
bitflags = "1" bitflags = "1"
glam = { version = "0.10", optional = true } glam = { version = "0.11", optional = true }
num_cpus = { version = "1", optional = true } num_cpus = { version = "1", optional = true }
cdl3d = "0.1" cdl3d = "0.1"
ncollide3d = "0.26" ncollide3d = "0.26"
nphysics3d = { version = "0.18", optional = true } nphysics3d = { version = "0.18", optional = true }
physx = { version = "0.8", optional = true } physx = { version = "0.10", optional = true }
physx-sys = { version = "0.4", optional = true } physx-sys = { version = "0.4", optional = true }
crossbeam = "0.8" crossbeam = "0.8"
bincode = "1" bincode = "1"

View File

@@ -1,7 +1,14 @@
#![allow(dead_code)] #![allow(dead_code)]
use na::{Isometry3, Matrix3, Matrix4, Point3, Rotation3, Translation3, UnitQuaternion, Vector3}; use na::{
Isometry3, Matrix3, Matrix4, Point3, Quaternion, Rotation3, Translation3, Unit, UnitQuaternion,
Vector3,
};
use physx::cooking::PxCooking;
use physx::foundation::DefaultAllocator;
use physx::prelude::*; use physx::prelude::*;
use physx::scene::FrictionType;
use physx::triangle_mesh::TriangleMesh;
use rapier::counters::Counters; use rapier::counters::Counters;
use rapier::dynamics::{ use rapier::dynamics::{
IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet, IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
@@ -10,8 +17,6 @@ use rapier::geometry::{Collider, ColliderSet};
use rapier::utils::WBasis; use rapier::utils::WBasis;
use std::collections::HashMap; use std::collections::HashMap;
const PX_PHYSICS_VERSION: u32 = physx::version(4, 1, 1);
trait IntoNa { trait IntoNa {
type Output; type Output;
fn into_na(self) -> Self::Output; fn into_na(self) -> Self::Output;
@@ -24,37 +29,53 @@ impl IntoNa for glam::Mat4 {
} }
} }
impl IntoNa for PxVec3 {
type Output = Vector3<f32>;
fn into_na(self) -> Self::Output {
Vector3::new(self.x(), self.y(), self.z())
}
}
impl IntoNa for PxQuat {
type Output = Quaternion<f32>;
fn into_na(self) -> Self::Output {
Quaternion::new(self.w(), self.x(), self.y(), self.z())
}
}
impl IntoNa for PxTransform {
type Output = Isometry3<f32>;
fn into_na(self) -> Self::Output {
let tra = self.translation().into_na();
let quat = self.rotation().into_na();
let unit_quat = Unit::new_unchecked(quat);
Isometry3::from_parts(tra.into(), unit_quat)
}
}
trait IntoPhysx { trait IntoPhysx {
type Output; type Output;
fn into_physx(self) -> Self::Output; fn into_physx(self) -> Self::Output;
} }
impl IntoPhysx for Vector3<f32> { impl IntoPhysx for Vector3<f32> {
type Output = physx_sys::PxVec3; type Output = PxVec3;
fn into_physx(self) -> Self::Output { fn into_physx(self) -> Self::Output {
physx_sys::PxVec3 { PxVec3::new(self.x, self.y, self.z)
x: self.x,
y: self.y,
z: self.z,
}
} }
} }
impl IntoPhysx for Point3<f32> { impl IntoPhysx for Point3<f32> {
type Output = physx_sys::PxVec3; type Output = PxVec3;
fn into_physx(self) -> Self::Output { fn into_physx(self) -> Self::Output {
physx_sys::PxVec3 { PxVec3::new(self.x, self.y, self.z)
x: self.x,
y: self.y,
z: self.z,
}
} }
} }
impl IntoPhysx for Isometry3<f32> { impl IntoPhysx for Isometry3<f32> {
type Output = physx_sys::PxTransform; type Output = PxTransform;
fn into_physx(self) -> Self::Output { fn into_physx(self) -> Self::Output {
physx::transform::gl_to_px_tf(self.into_glam()) self.into_glam().into()
} }
} }
@@ -92,14 +113,23 @@ impl IntoGlam for Isometry3<f32> {
} }
thread_local! { thread_local! {
pub static FOUNDATION: std::cell::RefCell<Foundation> = std::cell::RefCell::new(Foundation::new(PX_PHYSICS_VERSION)); pub static FOUNDATION: std::cell::RefCell<PxPhysicsFoundation> = std::cell::RefCell::new(PhysicsFoundation::default());
} }
pub struct PhysxWorld { pub struct PhysxWorld {
physics: Physics, // physics: Physics,
cooking: Cooking, // cooking: Cooking,
scene: Scene, materials: Vec<Owner<PxMaterial>>,
rapier2physx: HashMap<RigidBodyHandle, BodyHandle>, shapes: Vec<Owner<PxShape>>,
scene: Option<Owner<PxScene>>,
}
impl Drop for PhysxWorld {
fn drop(&mut self) {
let scene = self.scene.take();
// FIXME: we get a segfault if we don't forget the scene.
std::mem::forget(scene);
}
} }
impl PhysxWorld { impl PhysxWorld {
@@ -112,123 +142,72 @@ impl PhysxWorld {
use_two_friction_directions: bool, use_two_friction_directions: bool,
num_threads: usize, num_threads: usize,
) -> Self { ) -> Self {
let mut rapier2physx = HashMap::new(); FOUNDATION.with(|physics| {
let mut physics = FOUNDATION.with(|f| { let mut physics = physics.borrow_mut();
PhysicsBuilder::default() let mut shapes = Vec::new();
.load_extensions(false) let mut materials = Vec::new();
.build(&mut *f.borrow_mut())
});
let mut cooking = FOUNDATION.with(|f| unsafe {
let sc = physx_sys::PxTolerancesScale_new();
let params = physx_sys::PxCookingParams_new(&sc);
Cooking::new(PX_PHYSICS_VERSION, &mut *f.borrow_mut(), params)
});
let scene_desc = MySceneBuilder::default() let friction_type = if use_two_friction_directions {
.set_gravity(gravity.into_glam()) FrictionType::TwoDirectional
.set_simulation_threading(SimulationThreadType::Dedicated(num_threads as u32)) } else {
// .set_broad_phase_type(BroadPhaseType::SweepAndPrune) FrictionType::Patch
// .set_solver_type(physx_sys::PxSolverType::eTGS) };
.build_desc(&mut physics);
let raw_scene = let scene_desc = SceneDescriptor {
unsafe { physx_sys::PxPhysics_createScene_mut(physics.get_raw_mut(), &scene_desc) }; gravity: gravity.into_physx(),
thread_count: num_threads as u32,
broad_phase_type: BroadPhaseType::AutomaticBoxPruning,
solver_type: SolverType::PGS,
friction_type,
..SceneDescriptor::new(())
};
// FIXME: we do this because we are also using two let mut scene: Owner<PxScene> = physics.create(scene_desc).unwrap();
// friction directions. We should add to rapier the option to use let mut rapier2dynamic = HashMap::new();
// one friction direction too, and perhaps an equivalent of physX let mut rapier2static = HashMap::new();
// ePATCH friction type.
if use_two_friction_directions {
unsafe {
physx_sys::PxScene_setFrictionType_mut(
raw_scene,
physx_sys::PxFrictionType::eTWO_DIRECTIONAL,
);
}
}
let mut scene = Scene::new(raw_scene); for (rapier_handle, rb) in bodies.iter() {
use physx::rigid_dynamic::RigidDynamic;
use physx::rigid_static::RigidStatic;
for (rapier_handle, rb) in bodies.iter() { let pos = rb.position().into_physx();
use physx::rigid_dynamic::RigidDynamic; if rb.is_dynamic() {
use physx::rigid_static::RigidStatic; let mut actor = physics.create_dynamic(&pos, rapier_handle).unwrap();
use physx::transform; actor.set_solver_iteration_counts(
let pos = transform::gl_to_px_tf(rb.position().to_homogeneous().into_glam());
if rb.is_dynamic() {
let actor = unsafe {
physx_sys::PxPhysics_createRigidDynamic_mut(physics.get_raw_mut(), &pos)
};
unsafe {
physx_sys::PxRigidDynamic_setSolverIterationCounts_mut(
actor,
integration_parameters.max_position_iterations as u32, integration_parameters.max_position_iterations as u32,
integration_parameters.max_velocity_iterations as u32, integration_parameters.max_velocity_iterations as u32,
); );
rapier2dynamic.insert(rapier_handle, actor);
} else {
let actor = physics.create_static(pos, ()).unwrap();
rapier2static.insert(rapier_handle, actor);
} }
let physx_handle = scene.add_dynamic(RigidDynamic::new(actor));
rapier2physx.insert(rapier_handle, physx_handle);
} else {
let actor = unsafe {
physx_sys::PxPhysics_createRigidStatic_mut(physics.get_raw_mut(), &pos)
};
let physx_handle = scene.add_actor(RigidStatic::new(actor));
rapier2physx.insert(rapier_handle, physx_handle);
} }
}
for (_, collider) in colliders.iter() { for (_, collider) in colliders.iter() {
if let Some((px_collider, collider_pos)) = if let Some((mut px_shape, px_material, collider_pos)) =
physx_collider_from_rapier_collider(&collider) physx_collider_from_rapier_collider(&mut *physics, &collider)
{ {
let material = physics.create_material( let parent_body = &bodies[collider.parent()];
collider.friction,
collider.friction, if !parent_body.is_dynamic() {
collider.restitution, let actor = rapier2static.get_mut(&collider.parent()).unwrap();
); actor.attach_shape(&mut px_shape);
let geometry = cooking.make_geometry(px_collider); } else {
let flags = if collider.is_sensor() { let actor = rapier2dynamic.get_mut(&collider.parent()).unwrap();
physx_sys::PxShapeFlags { actor.attach_shape(&mut px_shape);
mBits: physx_sys::PxShapeFlag::eTRIGGER_SHAPE as u8,
} }
} else { // physx_sys::PxShape_setLocalPose_mut(shape, &pose);
physx_sys::PxShapeFlags {
mBits: physx_sys::PxShapeFlag::eSIMULATION_SHAPE as u8, // | physx_sys::PxShapeFlag::eSCENE_QUERY_SHAPE as u8,
}
};
let handle = rapier2physx[&collider.parent()]; shapes.push(px_shape);
let parent_body = &bodies[collider.parent()]; materials.push(px_material);
let parent = if !parent_body.is_dynamic() { }
scene.get_static_mut(handle).unwrap().as_ptr_mut().ptr
as *mut physx_sys::PxRigidActor
} else {
scene.get_dynamic_mut(handle).unwrap().as_ptr_mut().ptr
as *mut physx_sys::PxRigidActor
};
unsafe {
let shape = physx_sys::PxPhysics_createShape_mut(
physics.get_raw_mut(),
geometry.as_raw(),
material,
true,
flags.into(),
);
let pose = collider_pos.into_physx();
physx_sys::PxShape_setLocalPose_mut(shape, &pose);
physx_sys::PxRigidActor_attachShape_mut(parent, shape);
};
} }
}
// Update mass properties. // Update mass properties.
for (rapier_handle, physx_handle) in rapier2physx.iter() { for (rapier_handle, actor) in rapier2dynamic.iter_mut() {
let rb = &bodies[*rapier_handle]; let rb = &bodies[*rapier_handle];
if let Some(rp) = scene.get_dynamic_mut(*physx_handle) {
let densities: Vec<_> = rb let densities: Vec<_> = rb
.colliders() .colliders()
.iter() .iter()
@@ -237,7 +216,7 @@ impl PhysxWorld {
unsafe { unsafe {
physx_sys::PxRigidBodyExt_updateMassAndInertia_mut( physx_sys::PxRigidBodyExt_updateMassAndInertia_mut(
rp.as_ptr_mut().ptr as *mut physx_sys::PxRigidBody, std::mem::transmute(actor.as_mut()),
densities.as_ptr(), densities.as_ptr(),
densities.len() as u32, densities.len() as u32,
std::ptr::null(), std::ptr::null(),
@@ -245,20 +224,30 @@ impl PhysxWorld {
); );
} }
} }
}
let mut res = Self { /*
physics, res.setup_joints(joints);
cooking, res
scene, */
rapier2physx,
};
res.setup_joints(joints); for (_, actor) in rapier2static {
res scene.add_static_actor(actor);
}
for (_, actor) in rapier2dynamic {
scene.add_dynamic_actor(actor);
}
Self {
scene: Some(scene),
shapes,
materials,
}
})
} }
fn setup_joints(&mut self, joints: &JointSet) { fn setup_joints(&mut self, joints: &JointSet) {
/*
unsafe { unsafe {
for joint in joints.iter() { for joint in joints.iter() {
let actor1 = self.rapier2physx[&joint.1.body1]; let actor1 = self.rapier2physx[&joint.1.body1];
@@ -392,46 +381,73 @@ impl PhysxWorld {
} }
} }
} }
*/
} }
pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) { pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
let mut scratch = unsafe { ScratchBuffer::new(4) };
counters.step_started(); counters.step_started();
self.scene.step(params.dt(), true); self.scene
.as_mut()
.unwrap()
.step(
params.dt(),
None::<&mut physx_sys::PxBaseTask>,
Some(&mut scratch),
true,
)
.expect("error occurred during PhysX simulation");
counters.step_completed(); counters.step_completed();
} }
pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) { pub fn sync(&mut self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
for (rapier_handle, physx_handle) in self.rapier2physx.iter() { for actor in self.scene.as_mut().unwrap().get_dynamic_actors() {
let rb = bodies.get_mut(*rapier_handle).unwrap(); let handle = actor.get_user_data();
let ra = self.scene.get_rigid_actor(*physx_handle).unwrap(); let pos = actor.get_global_pose().into_na();
let pos = ra.get_global_pose().into_na(); let rb = &mut bodies[*handle];
let iso = na::convert_unchecked(pos); rb.set_position(pos, false);
rb.set_position(iso, false);
if rb.is_kinematic() {}
for coll_handle in rb.colliders() { for coll_handle in rb.colliders() {
let collider = &mut colliders[*coll_handle]; let collider = &mut colliders[*coll_handle];
collider.set_position_debug(iso * collider.position_wrt_parent()); collider.set_position_debug(pos * collider.position_wrt_parent());
} }
} }
} }
} }
fn physx_collider_from_rapier_collider( fn physx_collider_from_rapier_collider(
physics: &mut PxPhysicsFoundation,
// cooking: &PxCooking,
collider: &Collider, collider: &Collider,
) -> Option<(ColliderDesc, Isometry3<f32>)> { ) -> Option<(Owner<PxShape>, Owner<PxMaterial>, Isometry3<f32>)> {
let mut local_pose = *collider.position_wrt_parent(); let mut local_pose = *collider.position_wrt_parent();
let shape = collider.shape(); let shape = collider.shape();
let shape_flags = if collider.is_sensor() {
ShapeFlag::TriggerShape.into()
} else {
ShapeFlag::SimulationShape.into()
};
let mut material = physics
.create_material(
collider.friction,
collider.friction,
collider.restitution,
(),
)
.unwrap();
let materials = &mut [material.as_mut()][..];
let desc = if let Some(cuboid) = shape.as_cuboid() { let shape = if let Some(cuboid) = shape.as_cuboid() {
ColliderDesc::Box( let geometry = PxBoxGeometry::new(
cuboid.half_extents.x, cuboid.half_extents.x,
cuboid.half_extents.y, cuboid.half_extents.y,
cuboid.half_extents.z, cuboid.half_extents.z,
) );
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else if let Some(ball) = shape.as_ball() { } else if let Some(ball) = shape.as_ball() {
ColliderDesc::Sphere(ball.radius) let geometry = PxSphereGeometry::new(ball.radius);
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else if let Some(capsule) = shape.as_capsule() { } else if let Some(capsule) = shape.as_capsule() {
let center = capsule.center(); let center = capsule.center();
let mut dir = capsule.segment.b - capsule.segment.a; let mut dir = capsule.segment.b - capsule.segment.a;
@@ -442,8 +458,11 @@ fn physx_collider_from_rapier_collider(
let rot = UnitQuaternion::rotation_between(&Vector3::x(), &dir); let rot = UnitQuaternion::rotation_between(&Vector3::x(), &dir);
local_pose *= Translation3::from(center.coords) * rot.unwrap_or(UnitQuaternion::identity()); local_pose *= Translation3::from(center.coords) * rot.unwrap_or(UnitQuaternion::identity());
ColliderDesc::Capsule(capsule.radius, capsule.height()) let geometry = PxCapsuleGeometry::new(capsule.radius, capsule.half_height());
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else if let Some(trimesh) = shape.as_trimesh() { } else if let Some(trimesh) = shape.as_trimesh() {
return None;
/*
ColliderDesc::TriMesh { ColliderDesc::TriMesh {
vertices: trimesh vertices: trimesh
.vertices() .vertices()
@@ -452,176 +471,82 @@ fn physx_collider_from_rapier_collider(
.collect(), .collect(),
indices: trimesh.flat_indices().to_vec(), indices: trimesh.flat_indices().to_vec(),
mesh_scale: Vector3::repeat(1.0).into_glam(), mesh_scale: Vector3::repeat(1.0).into_glam(),
};
let desc = cooking.create_triangle_mesh(physics, desc);
if let TriangleMeshCookingResult::Success(trimesh) = desc {
Some(trimesh)
} else {
eprintln!("PhysX triangle mesh construction failed.");
return None;
} }
*/
} else { } else {
eprintln!("Creating a shape unknown to the PhysX backend."); eprintln!("Creating a shape unknown to the PhysX backend.");
return None; return None;
}; };
Some((desc, local_pose)) shape.map(|s| (s, material, local_pose))
} }
/* type PxPhysicsFoundation = PhysicsFoundation<DefaultAllocator, PxShape>;
* type PxMaterial = physx::material::PxMaterial<()>;
* XXX: All the remaining code is a duplicate from physx-rs to allow more customizations. type PxShape = physx::shape::PxShape<(), PxMaterial>;
* type PxArticulationLink = physx::articulation_link::PxArticulationLink<(), PxShape>;
*/ type PxRigidStatic = physx::rigid_static::PxRigidStatic<(), PxShape>;
use physx::scene::SimulationThreadType; type PxRigidDynamic = physx::rigid_dynamic::PxRigidDynamic<RigidBodyHandle, PxShape>;
type PxArticulation = physx::articulation::PxArticulation<(), PxArticulationLink>;
type PxArticulationReducedCoordinate =
physx::articulation_reduced_coordinate::PxArticulationReducedCoordinate<(), PxArticulationLink>;
type PxScene = physx::scene::PxScene<
(),
PxArticulationLink,
PxRigidStatic,
PxRigidDynamic,
PxArticulation,
PxArticulationReducedCoordinate,
OnCollision,
OnTrigger,
OnConstraintBreak,
OnWakeSleep,
OnAdvance,
>;
pub struct MySceneBuilder { /// Next up, the simulation event callbacks need to be defined, and possibly an
gravity: glam::Vec3, /// allocator callback as well.
simulation_filter_shader: Option<physx_sys::SimulationFilterShader>, struct OnCollision;
simulation_threading: Option<SimulationThreadType>, impl CollisionCallback for OnCollision {
broad_phase_type: BroadPhaseType, fn on_collision(
use_controller_manager: bool, &mut self,
controller_manager_locking: bool, _header: &physx_sys::PxContactPairHeader,
call_default_filter_shader_first: bool, _pairs: &[physx_sys::PxContactPair],
use_ccd: bool, ) {
enable_ccd_resweep: bool, }
solver_type: u32, }
struct OnTrigger;
impl TriggerCallback for OnTrigger {
fn on_trigger(&mut self, _pairs: &[physx_sys::PxTriggerPair]) {}
} }
impl Default for MySceneBuilder { struct OnConstraintBreak;
fn default() -> Self { impl ConstraintBreakCallback for OnConstraintBreak {
Self { fn on_constraint_break(&mut self, _constraints: &[physx_sys::PxConstraintInfo]) {}
gravity: glam::Vec3::new(0.0, -9.80665, 0.0), // standard gravity value }
call_default_filter_shader_first: true, struct OnWakeSleep;
simulation_filter_shader: None, impl WakeSleepCallback<PxArticulationLink, PxRigidStatic, PxRigidDynamic> for OnWakeSleep {
simulation_threading: None, fn on_wake_sleep(
broad_phase_type: BroadPhaseType::SweepAndPrune, &mut self,
use_controller_manager: false, _actors: &[&physx::actor::ActorMap<PxArticulationLink, PxRigidStatic, PxRigidDynamic>],
controller_manager_locking: false, _is_waking: bool,
use_ccd: false, ) {
enable_ccd_resweep: false,
solver_type: physx_sys::PxSolverType::ePGS,
}
} }
} }
impl MySceneBuilder { struct OnAdvance;
/// Set the gravity for the scene. impl AdvanceCallback<PxArticulationLink, PxRigidDynamic> for OnAdvance {
/// fn on_advance(
/// Default: [0.0, -9.80665, 0.0] (standard gravity) &self,
pub fn set_gravity(&mut self, gravity: glam::Vec3) -> &mut Self { _actors: &[&physx::rigid_body::RigidBodyMap<PxArticulationLink, PxRigidDynamic>],
self.gravity = gravity; _transforms: &[PxTransform],
self ) {
}
/// Set a callback to be invoked on various simulation events. Note:
/// Currently only handles collision events
///
/// Default: not set
pub fn set_simulation_filter_shader(
&mut self,
simulation_filter_shader: physx_sys::SimulationFilterShader,
) -> &mut Self {
self.simulation_filter_shader = Some(simulation_filter_shader);
self
}
/// Enable the controller manager on the scene.
///
/// Default: false, false
pub fn use_controller_manager(
&mut self,
use_controller_manager: bool,
locking_enabled: bool,
) -> &mut Self {
self.use_controller_manager = use_controller_manager;
self.controller_manager_locking = locking_enabled;
self
}
pub fn set_solver_type(&mut self, solver_type: u32) -> &mut Self {
self.solver_type = solver_type;
self
}
/// Sets whether the filter should begin by calling the default filter shader
/// PxDefaultSimulationFilterShader that emulates the PhysX 2.8 rules.
///
/// Default: true
pub fn set_call_default_filter_shader_first(
&mut self,
call_default_filter_shader_first: bool,
) -> &mut Self {
self.call_default_filter_shader_first = call_default_filter_shader_first;
self
}
/// Set the number of threads to use for simulation
///
/// Default: not set
pub fn set_simulation_threading(
&mut self,
simulation_threading: SimulationThreadType,
) -> &mut Self {
self.simulation_threading = Some(simulation_threading);
self
}
/// Set collision detection type
///
/// Default: Sweep and prune
pub fn set_broad_phase_type(&mut self, broad_phase_type: BroadPhaseType) -> &mut Self {
self.broad_phase_type = broad_phase_type;
self
}
/// Set if CCD (continuous collision detection) should be available for use in the scene.
/// Doesn't automatically enable it for all rigid bodies, they still need to be flagged.
///
/// If you don't set enable_ccd_resweep to true, eDISABLE_CCD_RESWEEP is set, which improves performance
/// at the cost of accuracy right after bounces.
///
/// Default: false, false
pub fn set_use_ccd(&mut self, use_ccd: bool, enable_ccd_resweep: bool) -> &mut Self {
self.use_ccd = use_ccd;
self.enable_ccd_resweep = enable_ccd_resweep;
self
}
pub(super) fn build_desc(&self, physics: &mut Physics) -> physx_sys::PxSceneDesc {
unsafe {
let tolerances = physics.get_tolerances_scale();
let mut scene_desc = physx_sys::PxSceneDesc_new(tolerances);
let dispatcher = match self.simulation_threading.as_ref().expect("foo") {
SimulationThreadType::Default => {
physx_sys::phys_PxDefaultCpuDispatcherCreate(1, std::ptr::null_mut()) as *mut _
}
SimulationThreadType::Dedicated(count) => {
physx_sys::phys_PxDefaultCpuDispatcherCreate(*count, std::ptr::null_mut())
as *mut _
}
SimulationThreadType::Shared(dispatcher) => *dispatcher as *mut _,
};
scene_desc.cpuDispatcher = dispatcher;
scene_desc.gravity = physx::transform::gl_to_px_v3(self.gravity);
if self.use_ccd {
scene_desc.flags.mBits |= physx_sys::PxSceneFlag::eENABLE_CCD;
if !self.enable_ccd_resweep {
scene_desc.flags.mBits |= physx_sys::PxSceneFlag::eDISABLE_CCD_RESWEEP;
}
}
if let Some(filter_shader) = self.simulation_filter_shader {
physx_sys::enable_custom_filter_shader(
&mut scene_desc as *mut physx_sys::PxSceneDesc,
filter_shader,
if self.call_default_filter_shader_first {
1
} else {
0
},
);
} else {
scene_desc.filterShader = physx_sys::get_default_simulation_filter_shader();
}
scene_desc.broadPhaseType = self.broad_phase_type.into();
scene_desc.solverType = self.solver_type;
scene_desc
}
} }
} }