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# Ignore some special directories | ||
.zig-cache | ||
zig-out | ||
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# Ignore some special OS files | ||
*.DS_Store |
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MIT License | ||
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Copyright (c) 2022 Michal Ziulek | ||
Copyright (c) 2024 zig-gamedev contributors | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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# [zphysics](https://github.com/zig-gamedev/zphysics) | ||
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Zig build package, bindings and [C API](libs/JoltC) for [Jolt Physics](https://github.com/jrouwe/JoltPhysics). | ||
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For a simple sample applications please see [here](https://github.com/zig-gamedev/zig-gamedev/tree/main/samples/physics_test_wgpu/src/physics_test_wgpu.zig). | ||
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## Getting started | ||
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Example `build.zig`: | ||
```zig | ||
pub fn build(b: *std.Build) void { | ||
const exe = b.addExecutable(.{ ... }); | ||
const zphysics = b.dependency("zphysics", .{ | ||
.use_double_precision = false, | ||
.enable_cross_platform_determinism = true, | ||
}); | ||
exe.root_module.addImport("zphysics", zphysics.module("root")); | ||
exe.linkLibrary(zphysics.artifact("joltc")); | ||
} | ||
``` | ||
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Now in your code you may import and use `zphysics`: | ||
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```zig | ||
const zphy = @import("zphysics"); | ||
pub fn main() !void { | ||
try zphy.init(allocator, .{}); | ||
defer zphy.deinit(); | ||
// Create physics system | ||
const physics_system = try zphy.PhysicsSystem.create( | ||
... // layer interfaces - please see sample application | ||
.{ | ||
.max_bodies = 1024, | ||
.num_body_mutexes = 0, | ||
.max_body_pairs = 1024, | ||
.max_contact_constraints = 1024, | ||
}, | ||
); | ||
defer physics_system.destroy(); | ||
// Create shape | ||
const body_interface = physics_system.getBodyInterfaceMut(); | ||
const shape_settings = try zphy.BoxShapeSettings.create(.{ 1.0, 1.0, 1.0 }); | ||
defer shape_settings.release(); | ||
const shape = try shape_settings.createShape(); | ||
defer shape.release(); | ||
// Create body | ||
const body_id = try body_interface.createAndAddBody(.{ | ||
.position = .{ 0.0, -1.0, 0.0, 1.0 }, | ||
.rotation = .{ 0.0, 0.0, 0.0, 1.0 }, | ||
.shape = shape, | ||
.motion_type = .dynamic, | ||
.object_layer = object_layers.non_moving, | ||
}, .activate); | ||
defer body_interface.removeAndDestroyBody(body_id); | ||
physics_system.optimizeBroadPhase(); | ||
// Perform ray cast | ||
{ | ||
const query = physics_system.getNarrowPhaseQuery(); | ||
var result = query.castRay(.{ .origin = .{ 0, 10, 0, 1 }, .direction = .{ 0, -20, 0, 0 } }, .{}); | ||
if (result.has_hit) { | ||
// result.hit.body_id | ||
// result.hit.fraction | ||
// result.hit.sub_shape_id | ||
... | ||
} | ||
} | ||
// Main loop | ||
while (...) { | ||
physics_system.update(1.0 / 60.0, .{}); | ||
// Draw all bodies | ||
const bodies = physics_system.getBodiesUnsafe(); | ||
for (bodies) |body| { | ||
if (!zphy.isValidBodyPointer(body)) continue; | ||
const object_to_world = object_to_world: { | ||
const position = zm.loadArr4(body.position); | ||
const rotation = zm.loadArr4(body.rotation); | ||
var xform = zm.matFromQuat(rotation); | ||
xform[3] = position; | ||
xform[3][3] = 1.0; | ||
break :object_to_world xform; | ||
}; | ||
// Issue a draw call | ||
... | ||
} | ||
} | ||
} | ||
``` | ||
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## Usage in a shared library | ||
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The `joltc` artifact can be built as a shared library by specifying the `shared` build option: | ||
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``` | ||
const zphysics = b.dependency("zphysics", .{ | ||
.shared = true, | ||
}); | ||
``` | ||
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If your zig module uses `zphysics` and is itself part of a shared library that is reloaded at runtime, then some additional steps are required: | ||
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- Before unloading the shared library, call `preUnload` to export the internal global state | ||
- After reloading the shared library, call `postReload` to import the internal state and update allocator vtables | ||
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If you use `registerTrace` or `registerAssertFailed`, these must also be called again to update their function pointers. |
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