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Port to PhysX 5 #175

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Jake-Shadle opened this issue Nov 8, 2022 · 2 comments · Fixed by #183
Closed

Port to PhysX 5 #175

Jake-Shadle opened this issue Nov 8, 2022 · 2 comments · Fixed by #183
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enhancement New feature or request

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@Jake-Shadle
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https://github.com/NVIDIA-Omniverse/PhysX

Should mostly be mechanical changes, though we'll also have to port our fixes for cross-compilation since those are (I assume) still broken in the new one since they never responded to our PR.

@Jake-Shadle Jake-Shadle added the enhancement New feature or request label Nov 8, 2022
@iddm
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iddm commented Jan 12, 2023

Is anybody already working on it? If not, what are the first steps here and what is already known to require changes? I could do.

@Jake-Shadle Jake-Shadle self-assigned this Jan 25, 2023
@Jake-Shadle
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So unfortunately physx 5 changed some important things, like all of the core math types being converted (unnecessarily) to templates, and some other changes making pxbind no longer function (possibly due to using 15 instead). So I've started porting pxbind to rust, and instead of using the clunky libclang, just dumping the ast and parsing it, which still gives us all the info we need, but in a form that is easier to use with rust.

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