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#![allow(non_upper_case_globals)] #![allow(non_camel_case_types)] #![allow(non_snake_case)] #![allow(clippy::unreadable_literal)] //! # 🎳 physx-sys //! //! [![Build Status](https://travis-ci.com/EmbarkStudios/physx-rs.svg?branch=master)](https://travis-ci.com/EmbarkStudios/physx-rs) //! [![Crates.io](https://img.shields.io/crates/v/physx-sys.svg)](https://crates.io/crates/physx-sys) //! [![Docs](https://docs.rs/physx-sys/badge.svg)](https://docs.rs/physx-sys) //! [![Contributor Covenant](https://img.shields.io/badge/contributor%20covenant-v1.4%20adopted-ff69b4.svg)](../CODE_OF_CONDUCT.md) //! [![Embark](https://img.shields.io/badge/embark-open%20source-blueviolet.svg)](http://embark.games) //! //! Unsafe automatically-generated Rust bindings for [NVIDIA PhysX 4.1](https://github.com/NVIDIAGameWorks/PhysX) C++ API. //! //! Please also see the [repository](https://github.com/EmbarkStudios/physx-rs) containing a work-in-progress safe wrapper. //! //! ## Basic usage //! //! ```Rust //! 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 = PxDefaultCpuDispatcherCreate(2, null_mut()); //! //! scene_desc.cpuDispatcher = dispatcher as *mut PxCpuDispatcher; //! scene_desc.filterShader = Some(PxDefaultSimulationFilterShader); //! //! let scene = PxPhysics_createScene_mut(physics, &scene_desc); //! //! // Your physics simulation goes here //! } //! ``` //! //! ## Examples //! //! ### [Ball](examples/ball.rs) //! //! A simple example to showcase how to use physx-sys. It can be run with `cargo run --examples ball`. //! //! ``` //! o //! //! o //! o //! //! o //! ooooooooo //! o oo oo //! o o //! o o o //! o oo //! o o o //! o ooooooo //! o o oo oo //! o o o oo oo //! o o o o ooooooooo //! o o o oo oooooooooo oo //! //! ``` //! //! ## How it works //! //! The binding is generated using a custom C++ app written against clang's [libtooling](https://clang.llvm.org/docs/LibTooling.html). It queries the compiler's abstract syntax tree, and maps the C++ PhysX functions and types to Rust using heuristics chosen specifically for this SDK. It is not a general C++ <-> Rust binding generator, and using it on other projects *will* likely crash and burn. //! //! Since C++ does not have a standardized and stable ABI, it's generally not safe to call it from Rust code; since PhysX exposes a C++ interface, we can't use it directly. That's why `physx-sys` generates both a Rust interface as well as a plain C wrapper. The C code is compiled into a static library at build time, and Rust then talks to C. //! //! In order to minimize the amount of work required to marshall data between the C wrapper and the original C++ API, we generate a **bespoke C wrapper for each build target**. The wrapper is based on metadata about structure layout extracted directly from compiling and running a tiny program against the PhysX SDK using the specific C++ compiler used in the build process. //! //! The build process comprises a few steps: //! //! 1. The `pxbind` utility uses `clang` to extract metadata about PhysX functions and types, and generates partial Rust and C bindings as `physx_generated.hpp` and `physx_generated.rs`. Those contain all function definitions, and a small subset of types. It also generates a C++ utility called `structgen` by emitting `structgen.cpp`. //! 2. `structgen` is compiled against the PhysX SDK, and generates all the remaining type wrappers. For each struct, it queries the size and offset of its members, and generates `structgen_out.hpp` and `structgen_out.rs`. The types are "plain old data" structs which will perfectly match the memory layout of the C++ types. //! 3. All the generated C types are compiled together to form `physx_api`, a static library for Rust to link with. //! 4. The Rust wrapper is compiled, and linked with PhysX and the C wrapper. //! //! Steps *2..4* are performed completely automatically from within `build.rs`, while step *1* is only necessary when upgrading the PhysX SDK or modifying the generator. As such, building and running `pxbind` is a manual task, and is currently only supported on \*nix systems. //! //! ## License //! //! Licensed under either of //! //! * Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or http://www.apache.org/licenses/LICENSE-2.0) //! * MIT license ([LICENSE-MIT](LICENSE-MIT) or http://opensource.org/licenses/MIT) //! //! at your option. //! //! Note that the [PhysX C++ SDK](https://github.com/NVIDIAGameWorks/PhysX) has it's [own BSD 3 license](https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Manual/License.html) and depends on [additional C++ third party libraries](https://github.com/NVIDIAGameWorks/PhysX/tree/4.1/externals). //! //! ### Contribution //! //! Unless you explicitly state otherwise, any contribution intentionally //! submitted for inclusion in the work by you, as defined in the Apache-2.0 //! license, shall be dual licensed as above, without any additional terms or //! conditions. include!(concat!(env!("OUT_DIR"), "/structgen_out.rs")); include!("physx_generated.rs"); use std::ffi::c_void; pub const fn version(major: u32, minor: u32, patch: u32) -> u32 { (major << 24) + (minor << 16) + (patch << 8) } pub type CollisionCallback = unsafe extern "C" fn(*mut c_void, *const PxContactPairHeader, *const PxContactPair, count: u32); #[repr(C)] pub struct FilterShaderCallbackInfo { pub attributes0: u32, pub attributes1: u32, pub filterData0: PxFilterData, pub filterData1: PxFilterData, pub pairFlags: *mut PxPairFlags, pub constantBlock: *const std::ffi::c_void, pub constantBlockSize: u32, } pub type SimulationFilterShader = unsafe extern "C" fn(*mut FilterShaderCallbackInfo) -> u16; extern "C" { pub fn physx_create_foundation() -> *mut PxFoundation; pub fn physx_create_physics(foundation: *mut PxFoundation) -> *mut PxPhysics; pub fn get_default_allocator() -> *mut PxDefaultAllocator; pub fn get_default_error_callback() -> *mut PxDefaultErrorCallback; pub fn create_raycast_filter_callback( actor_to_ignore: *const PxRigidActor, ) -> *mut PxQueryFilterCallback; pub fn get_default_simulation_filter_shader() -> *mut c_void; /// Create a C++ proxy callback which will forward contact events to `Callback`. /// The returned pointer must be freed by calling `destroy_contact_callback` when done using. pub fn create_contact_callback( callback: CollisionCallback, userdata: *mut c_void, ) -> *mut PxSimulationEventCallback; /// Deallocates the PxSimulationEventCallback that has previously been created pub fn destroy_contact_callback(callback: *mut PxSimulationEventCallback); /// Sets a trampoline which will invoke *both* the default filter shader for the pair flags /// *as well as* the custom filter shader which can add pair flags and set the collision handler flag pub fn enable_custom_filter_shader( scene_desc: *mut PxSceneDesc, shader: SimulationFilterShader, ); }