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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 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 actors(nbActors); scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast(&actors[0]), nbActors); MyTriggerRender tr; Snippets::renderActors(&actors[0], static_cast(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