Files
rapier/src_testbed/physx_backend.rs
Sébastien Crozet ee10a90f9b Release v0.14
2022-07-09 12:54:51 +02:00

788 lines
30 KiB
Rust

#![allow(dead_code)]
use na::{Isometry3, Matrix4, Point3, Quaternion, Translation3, Unit, UnitQuaternion, Vector3};
use physx::articulation_joint_base::JointMap;
use physx::cooking::{
ConvexMeshCookingResult, PxConvexMeshDesc, PxCooking, PxCookingParams, PxHeightFieldDesc,
PxTriangleMeshDesc, TriangleMeshCookingResult,
};
use physx::foundation::DefaultAllocator;
use physx::prelude::*;
use physx::scene::FrictionType;
use physx::traits::Class;
use physx_sys::{
FilterShaderCallbackInfo, PxArticulationLink_getInboundJoint, PxBitAndByte, PxConvexFlags,
PxConvexMeshGeometryFlags, PxHeightFieldSample, PxMeshGeometryFlags, PxMeshScale_new,
PxRigidActor,
};
use rapier::counters::Counters;
use rapier::dynamics::{
ImpulseJointSet, IntegrationParameters, MultibodyJointSet, RigidBodyHandle, RigidBodySet,
};
use rapier::geometry::{Collider, ColliderSet};
use rapier::prelude::JointAxesMask;
use std::collections::HashMap;
trait IntoNa {
type Output;
fn into_na(self) -> Self::Output;
}
impl IntoNa for glam::Mat4 {
type Output = Matrix4<f32>;
fn into_na(self) -> Self::Output {
self.to_cols_array_2d().into()
}
}
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 {
type Output;
fn into_physx(self) -> Self::Output;
}
impl IntoPhysx for Vector3<f32> {
type Output = PxVec3;
fn into_physx(self) -> Self::Output {
PxVec3::new(self.x, self.y, self.z)
}
}
impl IntoPhysx for Point3<f32> {
type Output = PxVec3;
fn into_physx(self) -> Self::Output {
PxVec3::new(self.x, self.y, self.z)
}
}
impl IntoPhysx for UnitQuaternion<f32> {
type Output = PxQuat;
fn into_physx(self) -> Self::Output {
PxQuat::new(self.i, self.j, self.k, self.w)
}
}
impl IntoPhysx for Isometry3<f32> {
type Output = PxTransform;
fn into_physx(self) -> Self::Output {
PxTransform::from_translation_rotation(
&self.translation.vector.into_physx(),
&self.rotation.into_physx(),
)
}
}
trait IntoGlam {
type Output;
fn into_glam(self) -> Self::Output;
}
impl IntoGlam for Vector3<f32> {
type Output = glam::Vec3;
fn into_glam(self) -> Self::Output {
glam::vec3(self.x, self.y, self.z)
}
}
impl IntoGlam for Point3<f32> {
type Output = glam::Vec3;
fn into_glam(self) -> Self::Output {
glam::vec3(self.x, self.y, self.z)
}
}
impl IntoGlam for Matrix4<f32> {
type Output = glam::Mat4;
fn into_glam(self) -> Self::Output {
glam::Mat4::from_cols_array_2d(&self.into())
}
}
impl IntoGlam for Isometry3<f32> {
type Output = glam::Mat4;
fn into_glam(self) -> Self::Output {
glam::Mat4::from_cols_array_2d(&self.to_homogeneous().into())
}
}
thread_local! {
pub static FOUNDATION: std::cell::RefCell<PxPhysicsFoundation> = std::cell::RefCell::new(PhysicsFoundation::default());
}
pub struct PhysxWorld {
// physics: Physics,
// cooking: Cooking,
materials: Vec<Owner<PxMaterial>>,
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 {
pub fn from_rapier(
gravity: Vector3<f32>,
integration_parameters: &IntegrationParameters,
bodies: &RigidBodySet,
colliders: &ColliderSet,
impulse_joints: &ImpulseJointSet,
multibody_joints: &MultibodyJointSet,
use_two_friction_directions: bool,
num_threads: usize,
) -> Self {
FOUNDATION.with(|physics| {
let mut physics = physics.borrow_mut();
let mut shapes = Vec::new();
let mut materials = Vec::new();
let friction_type = if use_two_friction_directions {
FrictionType::TwoDirectional
} else {
FrictionType::Patch
};
let mut scene_desc = SceneDescriptor {
gravity: gravity.into_physx(),
thread_count: num_threads as u32,
broad_phase_type: BroadPhaseType::AutomaticBoxPruning,
solver_type: SolverType::Pgs,
friction_type,
ccd_max_passes: integration_parameters.max_ccd_substeps as u32,
..SceneDescriptor::new(())
};
let ccd_enabled = bodies.iter().any(|(_, rb)| rb.is_ccd_enabled());
if ccd_enabled {
scene_desc.simulation_filter_shader =
FilterShaderDescriptor::CallDefaultFirst(ccd_filter_shader);
scene_desc.flags.insert(SceneFlag::EnableCcd);
}
let mut scene: Owner<PxScene> = physics.create(scene_desc).unwrap();
let mut rapier2dynamic = HashMap::new();
let mut rapier2static = HashMap::new();
let mut rapier2link = HashMap::new();
let cooking_params =
PxCookingParams::new(&*physics).expect("Failed to init PhysX cooking.");
let mut cooking = PxCooking::new(physics.foundation_mut(), &cooking_params)
.expect("Failed to init PhysX cooking");
/*
*
* Rigid bodies
*
*/
for (rapier_handle, rb) in bodies.iter() {
if multibody_joints.rigid_body_link(rapier_handle).is_some() {
continue;
};
let pos = rb.position().into_physx();
if rb.is_dynamic() {
let mut actor = physics.create_dynamic(&pos, rapier_handle).unwrap();
let linvel = rb.linvel().into_physx();
let angvel = rb.angvel().into_physx();
actor.set_linear_velocity(&linvel, true);
actor.set_angular_velocity(&angvel, true);
actor.set_solver_iteration_counts(
// Use our number of velocity iterations as their number of position iterations.
integration_parameters.max_velocity_iterations.max(1) as u32,
// Use our number of velocity stabilization iterations as their number of velocity iterations.
integration_parameters.max_stabilization_iterations.max(1) as u32,
);
rapier2dynamic.insert(rapier_handle, actor);
} else {
let actor = physics.create_static(pos, ()).unwrap();
rapier2static.insert(rapier_handle, actor);
}
}
/*
* Articulations.
*/
for multibody in multibody_joints.multibodies() {
let mut articulation: Owner<PxArticulationReducedCoordinate> =
physics.create_articulation_reduced_coordinate(()).unwrap();
let mut parent = None;
for link in multibody.links() {
let is_root = parent.is_none();
let rb_handle = link.rigid_body_handle();
let rb = bodies.get(rb_handle).unwrap();
if is_root && rb.is_fixed() {
articulation.set_articulation_flag(ArticulationFlag::FixBase, true);
}
let link_pose = rb.position().into_physx();
let px_link = articulation
.create_link(parent.take(), &link_pose, rb_handle)
.unwrap();
// TODO: there is no get_inbound_joint_mut?
if let Some(px_inbound_joint) = unsafe {
(PxArticulationLink_getInboundJoint(px_link.as_ptr())
as *mut physx_sys::PxArticulationJointBase
as *mut JointMap)
.as_mut()
} {
let frame1 = link.joint().data.local_frame1.into_physx();
let frame2 = link.joint().data.local_frame2.into_physx();
px_inbound_joint.set_parent_pose(&frame1);
px_inbound_joint.set_child_pose(&frame2);
/*
let px_joint = px_inbound_joint
.as_articulation_joint_reduced_coordinate()
.unwrap();
if let Some(_) = link
.articulation()
.downcast_ref::<SphericalMultibodyJoint>()
{
px_joint.set_joint_type(ArticulationJointType::Spherical);
px_joint.set_motion(ArticulationAxis::Swing1, ArticulationMotion::Free);
px_joint.set_motion(ArticulationAxis::Swing2, ArticulationMotion::Free);
px_joint.set_motion(ArticulationAxis::Twist, ArticulationMotion::Free);
} else if let Some(_) =
link.articulation().downcast_ref::<RevoluteMultibodyJoint>()
{
px_joint.set_joint_type(ArticulationJointType::Revolute);
px_joint.set_motion(ArticulationAxis::Swing1, ArticulationMotion::Free);
px_joint.set_motion(ArticulationAxis::Swing2, ArticulationMotion::Free);
px_joint.set_motion(ArticulationAxis::Twist, ArticulationMotion::Free);
}
*/
}
// FIXME: we are using transmute here in order to erase the lifetime of
// the &mut ref behind px_link (which is tied to the lifetime of the
// multibody_joint). This looks necessary because we need
// that mutable ref to create the next link. Yet, the link creation
// methods also requires a mutable ref to the multibody_joint.
rapier2link.insert(rb_handle, px_link as *mut PxArticulationLink);
parent = Some(unsafe { std::mem::transmute(px_link as *mut _) });
}
scene.add_articulation(articulation);
}
/*
*
* Colliders
*
*/
for (_, collider) in colliders.iter() {
if let Some((mut px_shape, px_material, collider_pos)) =
physx_collider_from_rapier_collider(&mut *physics, &mut cooking, &collider)
{
if let Some(parent_handle) = collider.parent() {
let parent_body = &bodies[parent_handle];
if let Some(link) = rapier2link.get_mut(&parent_handle) {
unsafe {
physx_sys::PxRigidActor_attachShape_mut(
*link as *mut PxRigidActor,
px_shape.as_mut_ptr(),
);
}
} else if !parent_body.is_dynamic() {
let actor = rapier2static.get_mut(&parent_handle).unwrap();
actor.attach_shape(&mut px_shape);
} else {
let actor = rapier2dynamic.get_mut(&parent_handle).unwrap();
actor.attach_shape(&mut px_shape);
}
unsafe {
let pose = collider_pos.into_physx();
physx_sys::PxShape_setLocalPose_mut(
px_shape.as_mut_ptr(),
&pose.into(),
);
}
shapes.push(px_shape);
materials.push(px_material);
}
}
}
// Update mass properties and CCD flags.
for (rapier_handle, _rb) in bodies.iter() {
let rb = &bodies[rapier_handle];
let densities: Vec<_> = rb
.colliders()
.iter()
.map(|h| colliders[*h].density())
.collect();
unsafe {
let actor = if let Some(actor) = rapier2dynamic.get_mut(&rapier_handle) {
std::mem::transmute(actor.as_mut())
} else if let Some(actor) = rapier2link.get_mut(&rapier_handle) {
*actor as *mut _
} else {
continue;
};
physx_sys::PxRigidBodyExt_updateMassAndInertia_mut(
actor,
densities.as_ptr(),
densities.len() as u32,
std::ptr::null(),
false,
);
if rb.is_ccd_enabled() {
physx_sys::PxRigidBody_setRigidBodyFlag_mut(
actor,
RigidBodyFlag::EnableCcd as u32,
true,
);
}
}
}
/*
*
* Joints
*
*/
Self::setup_joints(
&mut physics,
impulse_joints,
&mut rapier2static,
&mut rapier2dynamic,
&mut rapier2link,
);
for (_, actor) in rapier2static {
scene.add_static_actor(actor);
}
for (_, actor) in rapier2dynamic {
scene.add_dynamic_actor(actor);
}
Self {
scene: Some(scene),
shapes,
materials,
}
})
}
fn setup_joints(
physics: &mut PxPhysicsFoundation,
impulse_joints: &ImpulseJointSet,
rapier2static: &mut HashMap<RigidBodyHandle, Owner<PxRigidStatic>>,
rapier2dynamic: &mut HashMap<RigidBodyHandle, Owner<PxRigidDynamic>>,
rapier2link: &mut HashMap<RigidBodyHandle, *mut PxArticulationLink>,
) {
unsafe {
for joint in impulse_joints.iter() {
let actor1 = rapier2static
.get_mut(&joint.1.body1)
.map(|act| &mut **act as *mut PxRigidStatic as *mut PxRigidActor)
.or(rapier2dynamic
.get_mut(&joint.1.body1)
.map(|act| &mut **act as *mut PxRigidDynamic as *mut PxRigidActor))
.or(rapier2link
.get_mut(&joint.1.body1)
.map(|lnk| *lnk as *mut PxRigidActor))
.unwrap();
let actor2 = rapier2static
.get_mut(&joint.1.body2)
.map(|act| &mut **act as *mut PxRigidStatic as *mut PxRigidActor)
.or(rapier2dynamic
.get_mut(&joint.1.body2)
.map(|act| &mut **act as *mut PxRigidDynamic as *mut PxRigidActor))
.or(rapier2link
.get_mut(&joint.1.body2)
.map(|lnk| *lnk as *mut PxRigidActor))
.unwrap();
let px_frame1 = joint.1.data.local_frame1.into_physx();
let px_frame2 = joint.1.data.local_frame2.into_physx();
let px_joint = physx_sys::phys_PxD6JointCreate(
physics.as_mut_ptr(),
actor1,
px_frame1.as_ptr(),
actor2,
px_frame2.as_ptr(),
);
let motion_x = if joint.1.data.limit_axes.contains(JointAxesMask::X) {
physx_sys::PxD6Motion::eLIMITED
} else if !joint.1.data.locked_axes.contains(JointAxesMask::X) {
physx_sys::PxD6Motion::eFREE
} else {
physx_sys::PxD6Motion::eLOCKED
};
let motion_y = if joint.1.data.limit_axes.contains(JointAxesMask::Y) {
physx_sys::PxD6Motion::eLIMITED
} else if !joint.1.data.locked_axes.contains(JointAxesMask::Y) {
physx_sys::PxD6Motion::eFREE
} else {
physx_sys::PxD6Motion::eLOCKED
};
let motion_z = if joint.1.data.limit_axes.contains(JointAxesMask::Z) {
physx_sys::PxD6Motion::eLIMITED
} else if !joint.1.data.locked_axes.contains(JointAxesMask::Z) {
physx_sys::PxD6Motion::eFREE
} else {
physx_sys::PxD6Motion::eLOCKED
};
let motion_ax = if joint.1.data.limit_axes.contains(JointAxesMask::ANG_X) {
physx_sys::PxD6Motion::eLIMITED
} else if !joint.1.data.locked_axes.contains(JointAxesMask::ANG_X) {
physx_sys::PxD6Motion::eFREE
} else {
physx_sys::PxD6Motion::eLOCKED
};
let motion_ay = if joint.1.data.limit_axes.contains(JointAxesMask::ANG_Y) {
physx_sys::PxD6Motion::eLIMITED
} else if !joint.1.data.locked_axes.contains(JointAxesMask::ANG_Y) {
physx_sys::PxD6Motion::eFREE
} else {
physx_sys::PxD6Motion::eLOCKED
};
let motion_az = if joint.1.data.limit_axes.contains(JointAxesMask::ANG_Z) {
physx_sys::PxD6Motion::eLIMITED
} else if !joint.1.data.locked_axes.contains(JointAxesMask::ANG_Z) {
physx_sys::PxD6Motion::eFREE
} else {
physx_sys::PxD6Motion::eLOCKED
};
physx_sys::PxD6Joint_setMotion_mut(px_joint, physx_sys::PxD6Axis::eX, motion_x);
physx_sys::PxD6Joint_setMotion_mut(px_joint, physx_sys::PxD6Axis::eY, motion_y);
physx_sys::PxD6Joint_setMotion_mut(px_joint, physx_sys::PxD6Axis::eZ, motion_z);
physx_sys::PxD6Joint_setMotion_mut(
px_joint,
physx_sys::PxD6Axis::eTWIST,
motion_ax,
);
physx_sys::PxD6Joint_setMotion_mut(
px_joint,
physx_sys::PxD6Axis::eSWING1,
motion_ay,
);
physx_sys::PxD6Joint_setMotion_mut(
px_joint,
physx_sys::PxD6Axis::eSWING2,
motion_az,
);
}
}
}
pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
let mut scratch = unsafe { ScratchBuffer::new(4) };
counters.step_started();
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();
}
pub fn sync(&mut self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
let mut sync_pos = |handle: &RigidBodyHandle, pos: Isometry3<f32>| {
let rb = &mut bodies[*handle];
rb.set_position(pos, false);
for coll_handle in rb.colliders() {
let collider = &mut colliders[*coll_handle];
collider.set_position(
pos * collider.position_wrt_parent().copied().unwrap_or(na::one()),
);
}
};
for actor in self.scene.as_mut().unwrap().get_dynamic_actors() {
let handle = actor.get_user_data();
let pos = actor.get_global_pose().into_na();
sync_pos(handle, pos);
}
for articulation in self.scene.as_mut().unwrap().get_articulations() {
if let Some(articulation) = articulation.as_articulation_reduced_coordinate() {
for link in articulation.get_links() {
let handle = link.get_user_data();
let pos = link.get_global_pose().into_na();
sync_pos(handle, pos);
}
}
}
}
}
fn physx_collider_from_rapier_collider(
physics: &mut PxPhysicsFoundation,
cooking: &PxCooking,
collider: &Collider,
) -> Option<(Owner<PxShape>, Owner<PxMaterial>, Isometry3<f32>)> {
let mut local_pose = collider.position_wrt_parent().copied().unwrap_or(na::one());
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.material().friction,
collider.material().friction,
collider.material().restitution,
(),
)
.unwrap();
let materials = &mut [material.as_mut()][..];
let shape = if let Some(cuboid) = shape.as_cuboid() {
let geometry = PxBoxGeometry::new(
cuboid.half_extents.x,
cuboid.half_extents.y,
cuboid.half_extents.z,
);
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else if let Some(ball) = shape.as_ball() {
let geometry = PxSphereGeometry::new(ball.radius);
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else if let Some(capsule) = shape.as_capsule() {
let center = capsule.center();
let mut dir = capsule.segment.b - capsule.segment.a;
if dir.x < 0.0 {
dir = -dir;
}
let rot = UnitQuaternion::rotation_between(&Vector3::x(), &dir);
local_pose = local_pose
* Translation3::from(center.coords)
* rot.unwrap_or(UnitQuaternion::identity());
let geometry = PxCapsuleGeometry::new(capsule.radius, capsule.half_height());
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else if let Some(heightfield) = shape.as_heightfield() {
let heights = heightfield.heights();
let scale = heightfield.scale();
local_pose = local_pose * Translation3::new(-scale.x / 2.0, 0.0, -scale.z / 2.0);
const Y_FACTOR: f32 = 1_000f32;
let mut heightfield_desc;
unsafe {
let samples: Vec<_> = heights
.iter()
.map(|h| PxHeightFieldSample {
height: (*h * Y_FACTOR) as i16,
materialIndex0: PxBitAndByte { mData: 0 },
materialIndex1: PxBitAndByte { mData: 0 },
})
.collect();
heightfield_desc = physx_sys::PxHeightFieldDesc_new();
heightfield_desc.nbRows = heights.nrows() as u32;
heightfield_desc.nbColumns = heights.ncols() as u32;
heightfield_desc.samples.stride = std::mem::size_of::<PxHeightFieldSample>() as u32;
heightfield_desc.samples.data = samples.as_ptr() as *const std::ffi::c_void;
}
let heightfield_desc = PxHeightFieldDesc {
obj: heightfield_desc,
};
let heightfield = cooking.create_height_field(physics, &heightfield_desc);
if let Some(mut heightfield) = heightfield {
let flags = PxMeshGeometryFlags {
mBits: physx_sys::PxMeshGeometryFlag::eDOUBLE_SIDED as u8,
};
let geometry = PxHeightFieldGeometry::new(
&mut *heightfield,
flags,
scale.y / Y_FACTOR,
scale.x / (heights.nrows() as f32 - 1.0),
scale.z / (heights.ncols() as f32 - 1.0),
);
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else {
eprintln!("PhysX heightfield construction failed.");
return None;
}
} else if let Some(convex) = shape
.as_convex_polyhedron()
.or(shape.as_round_convex_polyhedron().map(|c| &c.inner_shape))
{
let vertices = convex.points();
let mut convex_desc;
unsafe {
convex_desc = physx_sys::PxConvexMeshDesc_new();
convex_desc.points.count = vertices.len() as u32;
convex_desc.points.stride = (3 * std::mem::size_of::<f32>()) as u32;
convex_desc.points.data = vertices.as_ptr() as *const std::ffi::c_void;
convex_desc.flags = PxConvexFlags {
mBits: physx_sys::PxConvexFlag::eCOMPUTE_CONVEX as u16,
};
}
let convex_desc = PxConvexMeshDesc { obj: convex_desc };
let convex = cooking.create_convex_mesh(physics, &convex_desc);
if let ConvexMeshCookingResult::Success(mut convex) = convex {
let flags = PxConvexMeshGeometryFlags { mBits: 0 };
let scaling = unsafe { PxMeshScale_new() };
let geometry = PxConvexMeshGeometry::new(&mut convex, &scaling, flags);
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else {
eprintln!("PhysX convex mesh construction failed.");
return None;
}
} else if let Some(trimesh) = shape.as_trimesh() {
let vertices = trimesh.vertices();
let indices = trimesh.flat_indices();
let mut mesh_desc;
unsafe {
mesh_desc = physx_sys::PxTriangleMeshDesc_new();
mesh_desc.points.count = trimesh.vertices().len() as u32;
mesh_desc.points.stride = (3 * std::mem::size_of::<f32>()) as u32;
mesh_desc.points.data = vertices.as_ptr() as *const std::ffi::c_void;
mesh_desc.triangles.count = (indices.len() as u32) / 3;
mesh_desc.triangles.stride = (3 * std::mem::size_of::<u32>()) as u32;
mesh_desc.triangles.data = indices.as_ptr() as *const std::ffi::c_void;
}
let mesh_desc = PxTriangleMeshDesc { obj: mesh_desc };
let trimesh = cooking.create_triangle_mesh(physics, &mesh_desc);
if let TriangleMeshCookingResult::Success(mut trimesh) = trimesh {
let flags = PxMeshGeometryFlags {
mBits: physx_sys::PxMeshGeometryFlag::eDOUBLE_SIDED as u8,
};
let scaling = unsafe { PxMeshScale_new() };
let geometry = PxTriangleMeshGeometry::new(&mut trimesh, &scaling, flags);
physics.create_shape(&geometry, materials, true, shape_flags, ())
} else {
eprintln!("PhysX triangle mesh construction failed.");
return None;
}
} else {
eprintln!("Creating a shape unknown to the PhysX backend.");
return None;
};
shape.map(|s| (s, material, local_pose))
}
type PxPhysicsFoundation = PhysicsFoundation<DefaultAllocator, PxShape>;
type PxMaterial = physx::material::PxMaterial<()>;
type PxShape = physx::shape::PxShape<(), PxMaterial>;
type PxArticulationLink = physx::articulation_link::PxArticulationLink<RigidBodyHandle, PxShape>;
type PxRigidStatic = physx::rigid_static::PxRigidStatic<(), PxShape>;
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,
>;
/// Next up, the simulation event callbacks need to be defined, and possibly an
/// allocator callback as well.
struct OnCollision;
impl CollisionCallback for OnCollision {
fn on_collision(
&mut self,
_header: &physx_sys::PxContactPairHeader,
_pairs: &[physx_sys::PxContactPair],
) {
}
}
struct OnTrigger;
impl TriggerCallback for OnTrigger {
fn on_trigger(&mut self, _pairs: &[physx_sys::PxTriggerPair]) {}
}
struct OnConstraintBreak;
impl ConstraintBreakCallback for OnConstraintBreak {
fn on_constraint_break(&mut self, _constraints: &[physx_sys::PxConstraintInfo]) {}
}
struct OnWakeSleep;
impl WakeSleepCallback<PxArticulationLink, PxRigidStatic, PxRigidDynamic> for OnWakeSleep {
fn on_wake_sleep(
&mut self,
_actors: &[&physx::actor::ActorMap<PxArticulationLink, PxRigidStatic, PxRigidDynamic>],
_is_waking: bool,
) {
}
}
struct OnAdvance;
impl AdvanceCallback<PxArticulationLink, PxRigidDynamic> for OnAdvance {
fn on_advance(
&self,
_actors: &[&physx::rigid_body::RigidBodyMap<PxArticulationLink, PxRigidDynamic>],
_transforms: &[PxTransform],
) {
}
}
unsafe extern "C" fn ccd_filter_shader(data: *mut FilterShaderCallbackInfo) -> u16 {
(*(*data).pairFlags).mBits |= physx_sys::PxPairFlag::eDETECT_CCD_CONTACT as u16;
0
}