physx
is intended to be an easy to use high-level wrapper for the physx-sys
bindings. The goal of this is to make ownership clearer and leverage the safety of Rust.
The overall goal is to maintain a close mapping to the underlying PhysX API
while improving safety and reliability of the code. This means, for example,
that we do not expose the PxLoadExtensions()
function but rather attach this
to the Physics
builder.
Please also see the repository containing an unsafe low-level binding.
let mut physics = PhysicsFoundation::default();
let mut scene = physics.create(
SceneDescriptor {
gravity: PxVec3::new(0.0, 0.0, -9.81),
..SceneDescriptor::new(MySceneUserData::default())
}
);
// Your physics simulation goes here
For a full example, have a look at the bouncing ball example and compare it to the raw sys example.
Wrapping a C++ API in Rust is not straightforward, and requires some extra steps
to work. The first, and most basic one is creating a C wrapper over the C++ API.
Using C as an intermediary allows us to leverage a stable ABI through which C++
and Rust can communicate. The physx-sys
crate provides this interface.
PhysX
makes significant use of inheritance, which isn't directly translatable to Rust. The class interfaces are directly translated into traits with full default implementations that are just calls to the unsafe FFI functions. These traits are bounded by their super class trait, as well as a Class<T>
trait, where T
is the class data struct found in physx_sys
. The class interface methods all take pointers to self, and the Class<T>
trait provides as_ptr
and as_mut_ptr
methods to retrieve *const
and *mut
pointers to T
. Types that have a userData
class member also have a UserData
trait bound.
trait RigidDynamic: RigidActor + Class<physx_sys::PxRigidDynamic> + UserData {
fn get_sleep_threshold(&self) -> f32 {
unsafe { PxRigidDynamic_getSleepThreshold(self.as_ptr()) }
}
// ...
}
Licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Note that the PhysX C++ SDK has it's own BSD 3 license and depends on additional C++ third party libraries.
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.