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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 #include "PxPhysicsAPI.h" #include "PxImmediateMode.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); extern PxU32 getNbGeoms(); extern const PxGeometryHolder* getGeoms(); extern const PxTransform* getGeomPoses(); extern PxU32 getNbContacts(); extern const Gu::ContactPoint* getContacts(); extern PxU32 getNbArticulations(); extern Dy::ArticulationV** getArticulations(); extern PxU32 getNbBounds(); extern const PxBounds3* getBounds(); 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 DrawLine(const PxVec3& p0, const PxVec3& p1, const PxVec3& color) { glDisable(GL_LIGHTING); glColor4f(color.x, color.y, color.z, 1.0f); const PxVec3 Pts[] = { p0, p1 }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(PxVec3), &Pts[0].x); glDrawArrays(GL_LINES, 0, 2); glDisableClientState(GL_VERTEX_ARRAY); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnable(GL_LIGHTING); } static void DrawFrame(const PxVec3& pt, float scale=1.0f) { DrawLine(pt, pt + PxVec3(scale, 0.0f, 0.0f), PxVec3(1.0f, 0.0f, 0.0f)); DrawLine(pt, pt + PxVec3(0.0f, scale, 0.0f), PxVec3(0.0f, 1.0f, 0.0f)); DrawLine(pt, pt + PxVec3(0.0f, 0.0f, scale), PxVec3(0.0f, 0.0f, 1.0f)); } static void DrawBounds(const PxBounds3& box) { DrawLine(PxVec3(box.minimum.x, box.minimum.y, box.minimum.z), PxVec3(box.maximum.x, box.minimum.y, box.minimum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.maximum.x, box.minimum.y, box.minimum.z), PxVec3(box.maximum.x, box.maximum.y, box.minimum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.maximum.x, box.maximum.y, box.minimum.z), PxVec3(box.minimum.x, box.maximum.y, box.minimum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.minimum.x, box.maximum.y, box.minimum.z), PxVec3(box.minimum.x, box.minimum.y, box.minimum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.minimum.x, box.minimum.y, box.minimum.z), PxVec3(box.minimum.x, box.minimum.y, box.maximum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.minimum.x, box.minimum.y, box.maximum.z), PxVec3(box.maximum.x, box.minimum.y, box.maximum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.maximum.x, box.minimum.y, box.maximum.z), PxVec3(box.maximum.x, box.maximum.y, box.maximum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.maximum.x, box.maximum.y, box.maximum.z), PxVec3(box.minimum.x, box.maximum.y, box.maximum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.minimum.x, box.maximum.y, box.maximum.z), PxVec3(box.minimum.x, box.minimum.y, box.maximum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.minimum.x, box.minimum.y, box.maximum.z), PxVec3(box.minimum.x, box.minimum.y, box.minimum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.maximum.x, box.minimum.y, box.minimum.z), PxVec3(box.maximum.x, box.minimum.y, box.maximum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.maximum.x, box.maximum.y, box.minimum.z), PxVec3(box.maximum.x, box.maximum.y, box.maximum.z), PxVec3(1.0f, 1.0f, 0.0f)); DrawLine(PxVec3(box.minimum.x, box.maximum.y, box.minimum.z), PxVec3(box.minimum.x, box.maximum.y, box.maximum.z), PxVec3(1.0f, 1.0f, 0.0f)); } 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); } } void renderCallback() { stepPhysics(true); /* if(0) { PxVec3 camPos = sCamera->getEye(); PxVec3 camDir = sCamera->getDir(); printf("camPos: (%ff, %ff, %ff)\n", camPos.x, camPos.y, camPos.z); printf("camDir: (%ff, %ff, %ff)\n", camDir.x, camDir.y, camDir.z); }*/ Snippets::startRender(sCamera->getEye(), sCamera->getDir()); InitLighting(); const PxVec3 color(0.6f, 0.8f, 1.0f); // const PxVec3 color(0.75f, 0.75f, 1.0f); // const PxVec3 color(1.0f); Snippets::renderGeoms(getNbGeoms(), getGeoms(), getGeomPoses(), true, color); /* PxU32 getNbGeoms(); const PxGeometry* getGeoms(); const PxTransform* getGeomPoses(); Snippets::renderGeoms(getNbGeoms(), getGeoms(), getGeomPoses(), true, PxVec3(1.0f));*/ /* PxBoxGeometry boxGeoms[10]; for(PxU32 i=0;i<10;i++) boxGeoms[i].halfExtents = PxVec3(1.0f); PxTransform poses[10]; for(PxU32 i=0;i<10;i++) { poses[i] = PxTransform(PxIdentity); poses[i].p.y += 1.5f; poses[i].p.x = float(i)*2.5f; } Snippets::renderGeoms(10, boxGeoms, poses, true, PxVec3(1.0f));*/ if(1) { const PxU32 nbContacts = getNbContacts(); const Gu::ContactPoint* contacts = getContacts(); for(PxU32 j=0;j