199 lines
5.8 KiB
C++
199 lines
5.8 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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#ifdef RENDER_SNIPPET
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#include <vector>
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#include "PxPhysicsAPI.h"
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#include "../snippetrender/SnippetRender.h"
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#include "../snippetrender/SnippetCamera.h"
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using namespace physx;
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extern void initPhysics(bool interactive);
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extern void stepPhysics(bool interactive);
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extern void cleanupPhysics(bool interactive);
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extern void keyPress(unsigned char key, const PxTransform& camera);
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bool isTrigger(const PxFilterData& data);
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bool isTriggerShape(PxShape* shape);
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namespace
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{
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Snippets::Camera* sCamera;
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void motionCallback(int x, int y)
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{
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sCamera->handleMotion(x, y);
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}
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void keyboardCallback(unsigned char key, int x, int y)
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{
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if(key==27)
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exit(0);
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if(!sCamera->handleKey(key, x, y))
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keyPress(key, sCamera->getTransform());
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}
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void keyboardCallback2(int key, int /*x*/, int /*y*/)
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{
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keyPress(key, sCamera->getTransform());
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}
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void mouseCallback(int button, int state, int x, int y)
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{
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sCamera->handleMouse(button, state, x, y);
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}
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void idleCallback()
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{
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glutPostRedisplay();
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}
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static void InitLighting()
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{
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glEnable(GL_COLOR_MATERIAL);
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const float zero[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, zero);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, zero);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero);
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glEnable(GL_LIGHTING);
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PxVec3 Dir(-1.0f, 1.0f, 0.5f);
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// PxVec3 Dir(0.0f, 1.0f, 0.0f);
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Dir.normalize();
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const float AmbientValue = 0.3f;
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const float ambientColor0[] = { AmbientValue, AmbientValue, AmbientValue, 0.0f };
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambientColor0);
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const float specularColor0[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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glLightfv(GL_LIGHT0, GL_SPECULAR, specularColor0);
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const float diffuseColor0[] = { 0.7f, 0.7f, 0.7f, 0.0f };
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseColor0);
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const float position0[] = { Dir.x, Dir.y, Dir.z, 0.0f };
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glLightfv(GL_LIGHT0, GL_POSITION, position0);
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glEnable(GL_LIGHT0);
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// glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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// glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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if(0)
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{
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glEnable(GL_FOG);
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glFogi(GL_FOG_MODE,GL_LINEAR);
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//glFogi(GL_FOG_MODE,GL_EXP);
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//glFogi(GL_FOG_MODE,GL_EXP2);
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glFogf(GL_FOG_START, 0.0f);
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glFogf(GL_FOG_END, 100.0f);
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glFogf(GL_FOG_DENSITY, 0.005f);
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// glClearColor(0.2f, 0.2f, 0.2f, 1.0);
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// const PxVec3 FogColor(0.2f, 0.2f, 0.2f);
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const PxVec3 FogColor(1.0f);
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glFogfv(GL_FOG_COLOR, &FogColor.x);
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}
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}
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class MyTriggerRender : public Snippets::TriggerRender
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{
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public:
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virtual bool isTrigger(physx::PxShape* shape) const
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{
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return ::isTriggerShape(shape);
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}
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};
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void renderCallback()
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{
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stepPhysics(true);
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if(0)
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{
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PxVec3 camPos = sCamera->getEye();
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PxVec3 camDir = sCamera->getDir();
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printf("camPos: (%ff, %ff, %ff)\n", double(camPos.x), double(camPos.y), double(camPos.z));
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printf("camDir: (%ff, %ff, %ff)\n", double(camDir.x), double(camDir.y), double(camDir.z));
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}
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Snippets::startRender(sCamera->getEye(), sCamera->getDir());
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InitLighting();
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PxScene* scene;
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PxGetPhysics().getScenes(&scene,1);
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PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
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if(nbActors)
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{
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std::vector<PxRigidActor*> actors(nbActors);
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scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
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MyTriggerRender tr;
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Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true, PxVec3(0.0f, 0.75f, 0.0f), &tr);
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}
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Snippets::finishRender();
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}
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void exitCallback(void)
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{
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delete sCamera;
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cleanupPhysics(true);
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}
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}
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void renderLoop()
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{
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sCamera = new Snippets::Camera(PxVec3(8.757190f, 12.367847f, 23.541956f), PxVec3(-0.407947f, -0.042438f, -0.912019f));
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Snippets::setupDefaultWindow("PhysX Snippet Triggers");
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Snippets::setupDefaultRenderState();
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glutIdleFunc(idleCallback);
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glutDisplayFunc(renderCallback);
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glutKeyboardFunc(keyboardCallback);
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glutSpecialFunc(keyboardCallback2);
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glutMouseFunc(mouseCallback);
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glutMotionFunc(motionCallback);
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motionCallback(0,0);
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atexit(exitCallback);
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initPhysics(true);
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glutMainLoop();
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}
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#endif
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