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define_api_id!(0x1d69_ec55_ed04_461d, "world-v3");
pub use crate::world_v0::BoneWeightFlags;
pub use crate::world_v0::EntityHandle;
pub use crate::world_v0::MeshHandle;
pub use crate::world_v0::Ray;
pub use crate::world_v0::ENTITY_HANDLE_INVALID;
use crate::FFIResult;
use bytemuck::Pod;
use bytemuck::Zeroable;
#[ark_api_macros::ark_bindgen(imports = "ark-world-v3")]
mod world {
use super::*;
#[derive(Copy, Clone, Default, Debug, Pod, Zeroable)]
#[repr(C)]
pub struct RaycastQuery {
pub ray: Ray,
pub layer_mask: u64,
pub ignore_entity: EntityHandle,
pub max_distance: f32,
pub _pad: u32,
}
#[derive(Copy, Clone, Default, Debug, Pod, Zeroable)]
#[repr(C)]
pub struct RaycastHit {
pub point: [f32; 3],
pub normal: [f32; 3],
/// Entity that was hit.
/// If nothing was hit then EntityHandle will be invalid
pub entity: EntityHandle,
/// The distance along the ray.
///
/// The hits are sorted by this distance when returned from raycast and spherecast queries.
/// In a raycast this is equal to `ray.origin.distance(hit.position)`,
/// but in a spherecast it can be different.
pub distance: f32,
/// In the case of multiple hits requested, this index
/// identifies which query resulted in the hit.
pub query_index: u32,
}
impl RaycastHit {
pub fn invalid() -> Self {
Self {
point: [std::f32::NAN; 3],
normal: [std::f32::NAN; 3],
entity: ENTITY_HANDLE_INVALID,
distance: std::f32::NAN,
query_index: Default::default(),
}
}
}
/// Describes the transform of a bone. More compact and more defined than a Mat4.
///
/// Currently uses a pos + quat representation, although this may changed in the future.
/// Aligned to 16 bytes to be able to copy these directly to GPU.
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
#[repr(C, align(16))]
pub struct BoneTransform {
pub rot: [f32; 4],
pub pos: [f32; 3],
pub _pad: u32,
}
/// WorldData description type used when initializing an SdfProgram WorldData
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct SdfProgramDesc {
pub num_opcodes: u32,
pub opcodes_ptr: u32,
pub num_constants: u32,
pub constants_ptr: u32,
}
/// WorldData description type used when initializing an SdfSkin WorldData
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct SdfSkinDesc {
pub base_sdf_entity: EntityHandle,
pub num_bone_entities: u32,
pub bone_entities_ptr: u32,
pub num_rest_from_shape: u32,
pub rest_from_shape_ptr: u32,
}
/// WorldData description type used when initializing an SdfSkin WorldData.
/// With an extra field for mesh replacement.
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct SdfSkinDesc2 {
pub base_sdf_entity: EntityHandle,
pub num_bone_entities: u32,
pub bone_entities_ptr: u32,
pub num_rest_from_shape: u32,
pub rest_from_shape_ptr: u32,
pub replacement_mesh: MeshHandle,
pub bone_weight_flags: BoneWeightFlags,
pub bone_weight_bias: f32,
pub bone_weight_falloff: f32,
pub reserved0: u32,
}
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct MorphTargetDesc {
pub num_weights: u32,
pub weights_ptr: u32,
pub names_ptr: u32,
}
#[derive(Debug, Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct WorldMaterialsDesc {
pub materials_len: u32,
pub materials_ptr: u32,
}
extern "C" {
/// Returns whether the entity `a` is physically in contact with the entity `b`.
///
/// If b is invalid, checks whether `a` is in contact with any other handle.
#[deprecated_infallible]
pub fn entities_in_contact(a: EntityHandle, b: EntityHandle) -> bool;
/// Returns the number of entities the entity `a` is in contact with.
#[deprecated_infallible]
pub fn entity_contact_count(a: EntityHandle) -> u32;
/// Writes the entities in contact to the provided array. The actual count is returned.
#[deprecated_infallible]
pub fn retrieve_entities_in_contact(a: EntityHandle, entities: &mut [EntityHandle]) -> u32;
#[deprecated_infallible]
pub fn raycast(raycast: &RaycastQuery) -> RaycastHit;
#[deprecated_infallible]
pub fn raycast_batched(raycasts: &[RaycastQuery], hits: &mut [RaycastHit]);
/// Makes it possible to create rigid bodies in the middle of a frame.
/// Will use all the parameters already set up on the Physics component, just like the
/// "old" way.
#[deprecated_infallible]
pub fn create_body_immediate(e: EntityHandle);
/// Writes directly to the collision matrix.
#[deprecated_infallible]
pub fn set_collision_matrix_rows(first_row: u32, rows: &[u64]);
/// Creates a mesh from an included GLTF file, from the module directory.
#[deprecated(note = "use `create_data` instead")] // since 2021-10-30
pub fn create_mesh_from_gltf(gltf_data: &[u8], buffer_data: &[u8])
-> FFIResult<MeshHandle>;
}
}
pub use world::*;