// // 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 #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 PxVec3* gContactPositions; extern PxVec3* gContactImpulses; extern PxI32 gSharedIndex; extern PxVec3* gContactVertices; 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); sCamera->handleKey(key, x, y); } void mouseCallback(int button, int state, int x, int y) { sCamera->handleMouse(button, state, x, y); } void idleCallback() { glutPostRedisplay(); } void renderCallback() { stepPhysics(true); Snippets::startRender(sCamera->getEye(), sCamera->getDir()); PxScene* scene; PxGetPhysics().getScenes(&scene, 1); PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC); if (nbActors) { std::vector actors(nbActors); scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast(&actors[0]), nbActors); Snippets::renderActors(&actors[0], static_cast(actors.size()), true); } PxI32 count = gSharedIndex; if (count) { glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, &gContactVertices[0]); glDrawArrays(GL_LINES, 0, GLint(count*2)); glDisableClientState(GL_VERTEX_ARRAY); } Snippets::finishRender(); } void exitCallback(void) { delete sCamera; cleanupPhysics(true); } } void renderLoop() { sCamera = new Snippets::Camera(PxVec3(50.0f, 50.0f, 50.0f), PxVec3(-0.6f, -0.2f, -0.7f)); Snippets::setupDefaultWindow("PhysX Snippet Split fetchResults"); Snippets::setupDefaultRenderState(); glutIdleFunc(idleCallback); glutDisplayFunc(renderCallback); glutKeyboardFunc(keyboardCallback); glutMouseFunc(mouseCallback); glutMotionFunc(motionCallback); motionCallback(0, 0); atexit(exitCallback); initPhysics(true); glutMainLoop(); } #endif