introduces ios support? still needs metal

This commit is contained in:
2025-06-29 01:21:55 +03:00
parent af4f0c3cad
commit cdeaac7c0c
79 changed files with 2176 additions and 1349 deletions

View File

@@ -1,5 +1,30 @@
#include "physics.h"
#include "physics_gen.h"
#include "math3d.h"
PxCastResult_t IPxWorld::BoxCast( vec3 size, vec3 origin, vec3 destination, vec3 rotation )
{
vec3 velocity;
PxCastResult_t result = {};
px_cast_result r = {};
for ( int i = 0; i < 3; i++ )
velocity[i] = destination[i] - origin[i];
r = px_box_cast(px, size[0], size[1], size[2], PX_GLM_VEC3(origin), PX_GLM_VEC3(rotation), PX_GLM_VEC3(velocity), 1);
result.bHit = r.hit;
result.fTime = r.time;
for ( int i = 0; i < 3; i++ )
{
result.position[i] = origin[i] + velocity[i] * result.fTime;
result.normal[i] = r.normal1.m[i];
result.normal2[i] = r.normal2.m[i];
}
return result;
}
void CPxCollider::Spawn( float fFriction )
{
@@ -44,6 +69,11 @@ void CPxRigidKinematicPosition::Spawn( CPxCollider *pCollider, px_matrix matrix,
{
m_pRigidBody = px_kinematic_position_body(px, pCollider->m_pCollider, matrix, params);
};
void CPxRigidKinematicPosition::SetPosition( px_vec3 position )
{
px_setposition(px, m_pRigidBody, position);
};
px_vec3 CPxRigidKinematicPosition::GetPosition( void )
{
return px_getposition(px, m_pRigidBody);