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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// ****************************************************************************
// This snippet illustrates the use of built-in triggers, and how to emulate
// them with regular shapes if you need CCD or trigger-trigger notifications.
//
// ****************************************************************************
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
enum TriggerImpl
{
// Uses built-in triggers (PxShapeFlag::eTRIGGER_SHAPE).
REAL_TRIGGERS,
// Emulates triggers using a filter shader. Needs one reserved value in PxFilterData.
FILTER_SHADER,
// Emulates triggers using a filter callback. Doesn't use PxFilterData but needs user-defined way to mark a shape as a trigger.
FILTER_CALLBACK,
};
struct ScenarioData
{
TriggerImpl mImpl;
bool mCCD;
bool mTriggerTrigger;
};
#define SCENARIO_COUNT 9
static ScenarioData gData[SCENARIO_COUNT] = {
{REAL_TRIGGERS, false, false},
{FILTER_SHADER, false, false},
{FILTER_CALLBACK, false, false},
{REAL_TRIGGERS, true, false},
{FILTER_SHADER, true, false},
{FILTER_CALLBACK, true, false},
{REAL_TRIGGERS, false, true},
{FILTER_SHADER, false, true},
{FILTER_CALLBACK, false, true},
};
static PxU32 gScenario = 0;
static PX_FORCE_INLINE TriggerImpl getImpl() { return gData[gScenario].mImpl; }
static PX_FORCE_INLINE bool usesCCD() { return gData[gScenario].mCCD; }
static PX_FORCE_INLINE bool usesTriggerTrigger() { return gData[gScenario].mTriggerTrigger; }
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static bool gPause = false;
static bool gOneFrame = false;
// Detects a trigger using the shape's simulation filter data. See createTriggerShape() function.
bool isTrigger(const PxFilterData& data)
{
if(data.word0!=0xffffffff)
return false;
if(data.word1!=0xffffffff)
return false;
if(data.word2!=0xffffffff)
return false;
if(data.word3!=0xffffffff)
return false;
return true;
}
bool isTriggerShape(PxShape* shape)
{
const TriggerImpl impl = getImpl();
// Detects native built-in triggers.
if(impl==REAL_TRIGGERS && (shape->getFlags() & PxShapeFlag::eTRIGGER_SHAPE))
return true;
// Detects our emulated triggers using the simulation filter data. See createTriggerShape() function.
if(impl==FILTER_SHADER && ::isTrigger(shape->getSimulationFilterData()))
return true;
// Detects our emulated triggers using the simulation filter callback. See createTriggerShape() function.
if(impl==FILTER_CALLBACK && shape->userData)
return true;
return false;
}
static PxFilterFlags triggersUsingFilterShader(PxFilterObjectAttributes /*attributes0*/, PxFilterData filterData0,
PxFilterObjectAttributes /*attributes1*/, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* /*constantBlock*/, PxU32 /*constantBlockSize*/)
{
// printf("contactReportFilterShader\n");
PX_ASSERT(getImpl()==FILTER_SHADER);
// We need to detect whether one of the shapes is a trigger.
const bool isTriggerPair = isTrigger(filterData0) || isTrigger(filterData1);
// If we have a trigger, replicate the trigger codepath from PxDefaultSimulationFilterShader
if(isTriggerPair)
{
pairFlags = PxPairFlag::eTRIGGER_DEFAULT;
if(usesCCD())
pairFlags |= PxPairFlag::eDETECT_CCD_CONTACT;
return PxFilterFlag::eDEFAULT;
}
else
{
// Otherwise use the default flags for regular pairs
pairFlags = PxPairFlag::eCONTACT_DEFAULT;
return PxFilterFlag::eDEFAULT;
}
}
static PxFilterFlags triggersUsingFilterCallback(PxFilterObjectAttributes /*attributes0*/, PxFilterData /*filterData0*/,
PxFilterObjectAttributes /*attributes1*/, PxFilterData /*filterData1*/,
PxPairFlags& pairFlags, const void* /*constantBlock*/, PxU32 /*constantBlockSize*/)
{
// printf("contactReportFilterShader\n");
PX_ASSERT(getImpl()==FILTER_CALLBACK);
pairFlags = PxPairFlag::eCONTACT_DEFAULT;
if(usesCCD())
pairFlags |= PxPairFlag::eDETECT_CCD_CONTACT|PxPairFlag::eNOTIFY_TOUCH_CCD;
return PxFilterFlag::eCALLBACK;
}
class TriggersFilterCallback : public PxSimulationFilterCallback
{
virtual PxFilterFlags pairFound(PxU32 /*pairID*/,
PxFilterObjectAttributes /*attributes0*/, PxFilterData /*filterData0*/, const PxActor* /*a0*/, const PxShape* s0,
PxFilterObjectAttributes /*attributes1*/, PxFilterData /*filterData1*/, const PxActor* /*a1*/, const PxShape* s1,
PxPairFlags& pairFlags)
{
// printf("pairFound\n");
if(s0->userData || s1->userData) // See createTriggerShape() function
{
pairFlags = PxPairFlag::eTRIGGER_DEFAULT;
if(usesCCD())
pairFlags |= PxPairFlag::eDETECT_CCD_CONTACT|PxPairFlag::eNOTIFY_TOUCH_CCD;
}
else
pairFlags = PxPairFlag::eCONTACT_DEFAULT;
return PxFilterFlags();
}
virtual void pairLost(PxU32 /*pairID*/,
PxFilterObjectAttributes /*attributes0*/,
PxFilterData /*filterData0*/,
PxFilterObjectAttributes /*attributes1*/,
PxFilterData /*filterData1*/,
bool /*objectRemoved*/)
{
// printf("pairLost\n");
}
virtual bool statusChange(PxU32& /*pairID*/, PxPairFlags& /*pairFlags*/, PxFilterFlags& /*filterFlags*/)
{
// printf("statusChange\n");
return false;
}
}gTriggersFilterCallback;
class ContactReportCallback: public PxSimulationEventCallback
{
void onConstraintBreak(PxConstraintInfo* /*constraints*/, PxU32 /*count*/)
{
printf("onConstraintBreak\n");
}
void onWake(PxActor** /*actors*/, PxU32 /*count*/)
{
printf("onWake\n");
}
void onSleep(PxActor** /*actors*/, PxU32 /*count*/)
{
printf("onSleep\n");
}
void onTrigger(PxTriggerPair* pairs, PxU32 count)
{
// printf("onTrigger: %d trigger pairs\n", count);
while(count--)
{
const PxTriggerPair& current = *pairs++;
if(current.status & PxPairFlag::eNOTIFY_TOUCH_FOUND)
printf("Shape is entering trigger volume\n");
if(current.status & PxPairFlag::eNOTIFY_TOUCH_LOST)
printf("Shape is leaving trigger volume\n");
}
}
void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32)
{
printf("onAdvance\n");
}
void onContact(const PxContactPairHeader& /*pairHeader*/, const PxContactPair* pairs, PxU32 count)
{
// printf("onContact: %d pairs\n", count);
while(count--)
{
const PxContactPair& current = *pairs++;
// The reported pairs can be trigger pairs or not. We only enabled contact reports for
// trigger pairs in the filter shader, so we don't need to do further checks here. In a
// real-world scenario you would probably need a way to tell whether one of the shapes
// is a trigger or not. You could e.g. reuse the PxFilterData like we did in the filter
// shader, or maybe use the shape's userData to identify triggers, or maybe put triggers
// in a hash-set and test the reported shape pointers against it. Many options here.
if(current.events & (PxPairFlag::eNOTIFY_TOUCH_FOUND|PxPairFlag::eNOTIFY_TOUCH_CCD))
printf("Shape is entering trigger volume\n");
if(current.events & PxPairFlag::eNOTIFY_TOUCH_LOST)
printf("Shape is leaving trigger volume\n");
if(isTriggerShape(current.shapes[0]) && isTriggerShape(current.shapes[1]))
printf("Trigger-trigger overlap detected\n");
}
}
};
static ContactReportCallback gContactReportCallback;
static PxShape* createTriggerShape(const PxGeometry& geom, bool isExclusive)
{
const TriggerImpl impl = getImpl();
PxShape* shape = nullptr;
if(impl==REAL_TRIGGERS)
{
const PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eTRIGGER_SHAPE;
shape = gPhysics->createShape(geom, *gMaterial, isExclusive, shapeFlags);
}
else if(impl==FILTER_SHADER)
{
PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSIMULATION_SHAPE;
shape = gPhysics->createShape(geom, *gMaterial, isExclusive, shapeFlags);
// For this method to work, you need a way to mark shapes as triggers without using PxShapeFlag::eTRIGGER_SHAPE
// (so that trigger-trigger pairs are reported), and without calling a PxShape function (so that the data is
// available in a filter shader).
//
// One way is to reserve a special PxFilterData value/mask for triggers. It may not always be possible depending
// on how you otherwise use the filter data).
const PxFilterData triggerFilterData(0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff);
shape->setSimulationFilterData(triggerFilterData);
}
else if(impl==FILTER_CALLBACK)
{
// We will have access to shape pointers in the filter callback so we just mark triggers in an arbitrary way here,
// for example using the shape's userData.
shape = gPhysics->createShape(geom, *gMaterial, isExclusive);
shape->userData = shape; // Arbitrary rule: it's a trigger if non null
}
return shape;
}
static void createDefaultScene()
{
const bool ccd = usesCCD();
// Create trigger shape
{
const PxVec3 halfExtent(10.0f, ccd ? 0.01f : 1.0f, 10.0f);
PxShape* shape = createTriggerShape(PxBoxGeometry(halfExtent), false);
if(shape)
{
PxRigidStatic* body = gPhysics->createRigidStatic(PxTransform(0.0f, 10.0f, 0.0f));
body->attachShape(*shape);
gScene->addActor(*body);
shape->release();
}
}
// Create falling rigid body
{
const PxVec3 halfExtent(ccd ? 0.1f : 1.0f);
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent), *gMaterial);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(0.0f, ccd ? 30.0f : 20.0f, 0.0f));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 1.0f);
gScene->addActor(*body);
shape->release();
if(ccd)
{
body->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_CCD, true);
body->setLinearVelocity(PxVec3(0.0f, -140.0f, 0.0f));
}
}
}
static void createTriggerTriggerScene()
{
struct Local
{
static void createSphereActor(const PxVec3& pos, const PxVec3& linVel)
{
PxShape* sphereShape = gPhysics->createShape(PxSphereGeometry(1.0f), *gMaterial, false);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(pos));
body->attachShape(*sphereShape);
PxShape* triggerShape = createTriggerShape(PxSphereGeometry(4.0f), true);
body->attachShape(*triggerShape);
const bool isTriggershape = triggerShape->getFlags() & PxShapeFlag::eTRIGGER_SHAPE;
if(!isTriggershape)
triggerShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
PxRigidBodyExt::updateMassAndInertia(*body, 1.0f);
if(!isTriggershape)
triggerShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, true);
gScene->addActor(*body);
sphereShape->release();
triggerShape->release();
body->setLinearVelocity(linVel);
}
};
Local::createSphereActor(PxVec3(-5.0f, 1.0f, 0.0f), PxVec3( 1.0f, 0.0f, 0.0f));
Local::createSphereActor(PxVec3( 5.0f, 1.0f, 0.0f), PxVec3(-1.0f, 0.0f, 0.0f));
}
static void initScene()
{
const TriggerImpl impl = getImpl();
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
// sceneDesc.flags &= ~PxSceneFlag::eENABLE_PCM;
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.gravity = PxVec3(0, -9.81f, 0);
sceneDesc.simulationEventCallback = &gContactReportCallback;
if(impl==REAL_TRIGGERS)
{
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
printf("- Using built-in triggers.\n");
}
else if(impl==FILTER_SHADER)
{
sceneDesc.filterShader = triggersUsingFilterShader;
printf("- Using regular shapes emulating triggers with a filter shader.\n");
}
else if(impl==FILTER_CALLBACK)
{
sceneDesc.filterShader = triggersUsingFilterCallback;
sceneDesc.filterCallback = &gTriggersFilterCallback;
printf("- Using regular shapes emulating triggers with a filter callback.\n");
}
if(usesCCD())
{
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
printf("- Using CCD.\n");
}
else
{
printf("- Using no CCD.\n");
}
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
if(usesTriggerTrigger())
createTriggerTriggerScene();
else
createDefaultScene();
}
static void releaseScene()
{
PX_RELEASE(gScene);
}
void stepPhysics(bool /*interactive*/)
{
if(gPause && !gOneFrame)
return;
gOneFrame = false;
if(gScene)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
}
void initPhysics(bool /*interactive*/)
{
printf("Press keys F1 to F9 to select a scenario.\n");
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
PxInitExtensions(*gPhysics,gPvd);
const PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
gMaterial = gPhysics->createMaterial(1.0f, 1.0f, 0.0f);
initScene();
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetTriggers done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key=='p' || key=='P')
gPause = !gPause;
if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
if(gScene)
{
if(key>=1 && key<=SCENARIO_COUNT)
{
gScenario = key-1;
releaseScene();
initScene();
}
if(key=='r' || key=='R')
{
releaseScene();
initScene();
}
}
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysics(false);
for(PxU32 i=0; i<250; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}

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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
bool isTrigger(const PxFilterData& data);
bool isTriggerShape(PxShape* shape);
namespace
{
Snippets::Camera* sCamera;
void motionCallback(int x, int y)
{
sCamera->handleMotion(x, y);
}
void keyboardCallback(unsigned char key, int x, int y)
{
if(key==27)
exit(0);
if(!sCamera->handleKey(key, x, y))
keyPress(key, sCamera->getTransform());
}
void keyboardCallback2(int key, int /*x*/, int /*y*/)
{
keyPress(key, sCamera->getTransform());
}
void mouseCallback(int button, int state, int x, int y)
{
sCamera->handleMouse(button, state, x, y);
}
void idleCallback()
{
glutPostRedisplay();
}
static void InitLighting()
{
glEnable(GL_COLOR_MATERIAL);
const float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, zero);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, zero);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero);
glEnable(GL_LIGHTING);
PxVec3 Dir(-1.0f, 1.0f, 0.5f);
// PxVec3 Dir(0.0f, 1.0f, 0.0f);
Dir.normalize();
const float AmbientValue = 0.3f;
const float ambientColor0[] = { AmbientValue, AmbientValue, AmbientValue, 0.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientColor0);
const float specularColor0[] = { 0.0f, 0.0f, 0.0f, 0.0f };
glLightfv(GL_LIGHT0, GL_SPECULAR, specularColor0);
const float diffuseColor0[] = { 0.7f, 0.7f, 0.7f, 0.0f };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseColor0);
const float position0[] = { Dir.x, Dir.y, Dir.z, 0.0f };
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glEnable(GL_LIGHT0);
// glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
if(0)
{
glEnable(GL_FOG);
glFogi(GL_FOG_MODE,GL_LINEAR);
//glFogi(GL_FOG_MODE,GL_EXP);
//glFogi(GL_FOG_MODE,GL_EXP2);
glFogf(GL_FOG_START, 0.0f);
glFogf(GL_FOG_END, 100.0f);
glFogf(GL_FOG_DENSITY, 0.005f);
// glClearColor(0.2f, 0.2f, 0.2f, 1.0);
// const PxVec3 FogColor(0.2f, 0.2f, 0.2f);
const PxVec3 FogColor(1.0f);
glFogfv(GL_FOG_COLOR, &FogColor.x);
}
}
class MyTriggerRender : public Snippets::TriggerRender
{
public:
virtual bool isTrigger(physx::PxShape* shape) const
{
return ::isTriggerShape(shape);
}
};
void renderCallback()
{
stepPhysics(true);
if(0)
{
PxVec3 camPos = sCamera->getEye();
PxVec3 camDir = sCamera->getDir();
printf("camPos: (%ff, %ff, %ff)\n", double(camPos.x), double(camPos.y), double(camPos.z));
printf("camDir: (%ff, %ff, %ff)\n", double(camDir.x), double(camDir.y), double(camDir.z));
}
Snippets::startRender(sCamera->getEye(), sCamera->getDir());
InitLighting();
PxScene* scene;
PxGetPhysics().getScenes(&scene,1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if(nbActors)
{
std::vector<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
MyTriggerRender tr;
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true, PxVec3(0.0f, 0.75f, 0.0f), &tr);
}
Snippets::finishRender();
}
void exitCallback(void)
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(8.757190f, 12.367847f, 23.541956f), PxVec3(-0.407947f, -0.042438f, -0.912019f));
Snippets::setupDefaultWindow("PhysX Snippet Triggers");
Snippets::setupDefaultRenderState();
glutIdleFunc(idleCallback);
glutDisplayFunc(renderCallback);
glutKeyboardFunc(keyboardCallback);
glutSpecialFunc(keyboardCallback2);
glutMouseFunc(mouseCallback);
glutMotionFunc(motionCallback);
motionCallback(0,0);
atexit(exitCallback);
initPhysics(true);
glutMainLoop();
}
#endif