Skip to content

Latest commit

 

History

History
 
 

zphysics

Folders and files

NameName
Last commit message
Last commit date

parent directory

..
 
 
 
 
 
 
 
 

zphysics v0.0.6 - Zig API and C API for Jolt Physics

Jolt Physics is a fast and modern physics library written in C++.

This project aims to provide high-performance, consistent and roboust C API and Zig API for Jolt.

For a simple sample applications please see here.

Getting started

Copy zphysics folder to a libs subdirectory of the root of your project.

Then in your build.zig add:

const std = @import("std");
const zphysics = @import("libs/zphysics/build.zig");

pub fn build(b: *std.Build) void {
    ...
    const optimize = b.standardOptimizeOption(.{});
    const target = b.standardTargetOptions(.{});

    const zphysics_pkg = zphysics.package(b, target, optimize, .{
        .options = .{
            .use_double_precision = false,
            .enable_cross_platform_determinism = true,
        },
    });

    zphysics_pkg.link(exe);
}

Now in your code you may import and use zphysics:

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
            ...
        }
    }
}