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PhysX4.1/physx/snippets/snippettriggers/SnippetTriggersRender.cpp
2025-11-28 23:13:44 +05:30

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C++

//
// 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