Crates.io | physx-sys |
lib.rs | physx-sys |
version | 0.11.5 |
source | src |
created_at | 2019-08-12 14:46:34.389962 |
updated_at | 2023-10-11 09:28:55.121997 |
description | Unsafe bindings for NVIDIA PhysX C++ SDK |
homepage | |
repository | https://github.com/EmbarkStudios/physx-rs |
max_upload_size | |
id | 156145 |
size | 20,503,717 |
Please also see the repository containing a work-in-progress safe wrapper.
Tomasz Stachowiak did a presentation at the Stockholm Rust Meetup on October 2019 about this project that goes through the technical details of how C++ to Rust bindings of physx-sys
works:
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 = phys_PxDefaultCpuDispatcherCreate(
1,
null_mut(),
PxDefaultCpuDispatcherWaitForWorkMode::WaitForWork,
0,
);
scene_desc.cpuDispatcher = dispatcher.cast();
scene_desc.filterShader = get_default_simulation_filter_shader();
let scene = PxPhysics_createScene_mut(physics, &scene_desc);
// Your physics simulation goes here
}
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
The binding is generated using a custom Rust app that parses the abstract syntax tree of the SDK, 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:
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
.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.physx_api
, a static library for Rust to link with.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.
Licensed under either of
at your option.
Note that the PhysX C++ SDK has its own BSD 3 license.
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.