use physx_sys::*;
use std::ptr::null_mut;
fn main() {
unsafe {
let foundation = physx_create_foundation();
let physics = physx_create_physics(foundation);
let mut scene_desc = PxSceneDesc_new(PxPhysics_getTolerancesScale(physics));
scene_desc.gravity = PxVec3 {
x: 0.0,
y: -9.81,
z: 0.0,
};
let dispatcher = phys_PxDefaultCpuDispatcherCreate(1, null_mut());
scene_desc.cpuDispatcher = dispatcher as *mut PxCpuDispatcher;
scene_desc.filterShader = get_default_simulation_filter_shader();
let scene = PxPhysics_createScene_mut(physics, &scene_desc);
let material = PxPhysics_createMaterial_mut(physics, 0.5, 0.5, 0.6);
let ground_plane =
phys_PxCreatePlane(physics, &PxPlane_new_1(0.0, 1.0, 0.0, 0.0), material);
PxScene_addActor_mut(scene, ground_plane as *mut PxActor, null_mut());
let sphere_geo = PxSphereGeometry_new_1(10.0);
let sphere = phys_PxCreateDynamic(
physics,
&PxTransform_new_1(&PxVec3 {
x: 0.0,
y: 40.0,
z: 100.0,
}),
&sphere_geo as *const PxSphereGeometry as *const PxGeometry,
material,
10.0,
&PxTransform_new_2(PxIdentity),
);
PxRigidBody_setAngularDamping_mut(sphere as *mut PxRigidBody, 0.5);
PxScene_addActor_mut(scene, sphere as *mut PxActor, null_mut());
let heights_over_time = (0..100)
.map(|_| {
PxScene_simulate_mut(scene, 0.1, null_mut(), null_mut(), 0, true);
let mut error: u32 = 0;
PxScene_fetchResults_mut(scene, true, &mut error);
assert!(error == 0, "fetchResults has failed");
let pose = PxRigidActor_getGlobalPose(sphere as *mut PxRigidActor);
(pose.p.y) as i32 - 10
})
.collect::<Vec<_>>();
let max_h = 18;
(0..max_h)
.map(|h| {
let h = max_h - 1 - h;
heights_over_time
.iter()
.enumerate()
.map(|(_t, p)| if h == *p { 'o' } else { ' ' })
.collect::<String>()
})
.for_each(|line| {
println!("{}", line);
});
PxScene_release_mut(scene);
PxDefaultCpuDispatcher_release_mut(dispatcher);
PxPhysics_release_mut(physics);
}
}