Init
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifdef RENDER_SNIPPET
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#include <vector>
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#include "PxPhysicsAPI.h"
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#include "../snippetrender/SnippetRender.h"
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#include "../snippetrender/SnippetCamera.h"
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using namespace physx;
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extern void initPhysics(bool interactive);
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extern void stepPhysics(bool interactive);
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extern void cleanupPhysics(bool interactive);
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extern std::vector<PxVec3> gContactPositions;
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extern std::vector<PxVec3> gContactImpulses;
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std::vector<PxVec3> gContactVertices;
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namespace
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{
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Snippets::Camera* sCamera;
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void motionCallback(int x, int y)
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{
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sCamera->handleMotion(x, y);
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}
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void keyboardCallback(unsigned char key, int x, int y)
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{
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if(key==27)
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exit(0);
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sCamera->handleKey(key, x, y);
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}
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void mouseCallback(int button, int state, int x, int y)
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{
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sCamera->handleMouse(button, state, x, y);
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}
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void idleCallback()
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{
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glutPostRedisplay();
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}
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void renderCallback()
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{
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stepPhysics(true);
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Snippets::startRender(sCamera->getEye(), sCamera->getDir());
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PxScene* scene;
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PxGetPhysics().getScenes(&scene,1);
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PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
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if(nbActors)
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{
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std::vector<PxRigidActor*> actors(nbActors);
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scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
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Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
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}
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if(gContactPositions.size())
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{
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gContactVertices.clear();
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for(PxU32 i=0;i<gContactPositions.size();i++)
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{
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gContactVertices.push_back(gContactPositions[i]);
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gContactVertices.push_back(gContactPositions[i]+gContactImpulses[i]*0.1f);
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}
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glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, &gContactVertices[0]);
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glDrawArrays(GL_LINES, 0, GLint(gContactVertices.size()));
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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Snippets::finishRender();
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}
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void exitCallback(void)
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{
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delete sCamera;
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cleanupPhysics(true);
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}
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}
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void renderLoop()
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{
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sCamera = new Snippets::Camera(PxVec3(50.0f, 50.0f, 50.0f), PxVec3(-0.6f,-0.2f,-0.7f));
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Snippets::setupDefaultWindow("PhysX Snippet ContactReport");
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Snippets::setupDefaultRenderState();
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glutIdleFunc(idleCallback);
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glutDisplayFunc(renderCallback);
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glutKeyboardFunc(keyboardCallback);
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glutMouseFunc(mouseCallback);
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glutMotionFunc(motionCallback);
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motionCallback(0,0);
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atexit(exitCallback);
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initPhysics(true);
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glutMainLoop();
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}
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#endif
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