69 lines
2.9 KiB
C++
69 lines
2.9 KiB
C++
//
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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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#ifndef PHYSX_SNIPPET_RENDER_H
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#define PHYSX_SNIPPET_RENDER_H
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#include "PxPhysicsAPI.h"
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#include "foundation/PxPreprocessor.h"
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#if PX_WINDOWS
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#include <windows.h>
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#pragma warning(disable: 4505)
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#include <glut.h>
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#elif PX_LINUX_FAMILY
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#include <GL/glut.h>
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#elif PX_OSX
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#include <GLUT/glut.h>
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#else
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#error platform not supported.
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#endif
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namespace Snippets
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{
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void setupDefaultWindow(const char* name);
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void setupDefaultRenderState();
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void startRender(const physx::PxVec3& cameraEye, const physx::PxVec3& cameraDir, physx::PxReal nearClip = 1.f, physx::PxReal farClip = 10000.f);
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void finishRender();
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class TriggerRender
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{
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public:
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virtual bool isTrigger(physx::PxShape*) const = 0;
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};
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void renderActors(physx::PxRigidActor** actors, const physx::PxU32 numActors, bool shadows = false, const physx::PxVec3& color = physx::PxVec3(0.0f, 0.75f, 0.0f), TriggerRender* cb=nullptr);
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// void renderGeoms(const physx::PxU32 nbGeoms, const physx::PxGeometry* geoms, const physx::PxTransform* poses, bool shadows, const physx::PxVec3& color);
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void renderGeoms(const physx::PxU32 nbGeoms, const physx::PxGeometryHolder* geoms, const physx::PxTransform* poses, bool shadows, const physx::PxVec3& color);
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}
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#endif //PHYSX_SNIPPET_RENDER_H
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