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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Snippets/SnippetNestedScene/SnippetNestedScene.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+// ****************************************************************************
+// This snippet shows how to work with nested scenes.
+//
+// It is based on SnippetVehicleTank, which creates a tank-like vehicle
+// and drives it around.
+//
+// In this sample we add a cargo bed to the tank which contains a bunch of dynamic
+// crates. These crates have their own scene in order to reduce clutter in
+// the main scene and increase performance. The geometry of the cargo bed against
+// which the crates collide is also only in this 'nested scene' as static geometry.
+// Meanwhile the tank only uses a single dynamic box representation in the main scene.
+//
+// The objects in the tank's 'nested scene' are color coded green while the objects
+// in the main scene are colored red in order to visualize the distinction.
+//
+// In this sample the crates on the tank are tossed about by the motion of the tank
+// because we apply the velocity changes of the tank to the crates as external
+// impulses. These impulses can be scaled by the user to tune the precise
+// desired behavior.
+//
+// The crates can also fall off the truck bed and onto the ground. This is detected
+// by the sample by means of a trigger around the cargo bed. When crates leave
+// the cargo bed they are removed from the nested scene and added to the main scene.
+// There they collide with the ground plane and the tank's wheels as expected.
+//
+// In a real game one could additionally suspend simulation of the embedded scene if
+// the tank is far away from the player.
+//
+// ****************************************************************************
+
+#include <vector>
+#include <ctype.h>
+
+#include "PxPhysicsAPI.h"
+
+#include "../SnippetVehicleCommon/SnippetVehicleSceneQuery.h"
+#include "../SnippetVehicleCommon/SnippetVehicleFilterShader.h"
+#include "../SnippetVehicleCommon/SnippetVehicleTireFriction.h"
+#include "../SnippetVehicleCommon/SnippetVehicleCreate.h"
+
+#include "../SnippetCommon/SnippetPrint.h"
+#include "../SnippetCommon/SnippetPVD.h"
+#include "../SnippetUtils/SnippetUtils.h"
+
+
+using namespace physx;
+using namespace snippetvehicle;
+
+
+#include "NestedScene.h"
+
+PxDefaultAllocator gAllocator;
+PxDefaultErrorCallback gErrorCallback;
+
+PxFoundation* gFoundation = NULL;
+PxPhysics* gPhysics = NULL;
+
+PxDefaultCpuDispatcher* gDispatcher = NULL;
+PxScene* gScene = NULL;
+
+PxCooking* gCooking = NULL;
+
+PxMaterial* gMaterial = NULL;
+
+VehicleSceneQueryData* gVehicleSceneQueryData = NULL;
+PxBatchQuery* gBatchQuery = NULL;
+
+PxVehicleDrivableSurfaceToTireFrictionPairs* gFrictionPairs = NULL;
+
+PxRigidStatic* gGroundPlane = NULL;
+
+PxPvd* gPvd = NULL;
+
+PxF32 gTankModeLifetime = 4.0f;
+PxF32 gTankModeTimer = 0.0f;
+PxU32 gTankOrderProgress = 0;
+bool gTankOrderComplete = false;
+bool gMimicKeyInputs = false;
+
+VehicleDesc initTankDesc();
+
+class TankEntity
+{
+
+public:
+ TankEntity() : mVehicleDriveTank(NULL), mNestedScene(NULL)
+ {
+
+ }
+
+ ~TankEntity()
+ {
+ if (mNestedScene)
+ {
+ delete mNestedScene;
+ mNestedScene = NULL;
+ }
+
+ }
+
+ void create()
+ {
+ PX_ASSERT(mVehicleDriveTank == NULL);
+ PX_ASSERT(mNestedScene == NULL);
+
+ VehicleDesc tankDesc = initTankDesc();
+ mVehicleDriveTank = createVehicleTank(tankDesc, gPhysics, gCooking);
+ PxTransform startTransform(PxVec3(0, (tankDesc.chassisDims.y*0.5f + tankDesc.wheelRadius + 1.0f), 0), PxQuat(PxIdentity));
+ mVehicleDriveTank->getRigidDynamicActor()->setGlobalPose(startTransform);
+ gScene->addActor(*mVehicleDriveTank->getRigidDynamicActor());
+
+ //Set the tank to rest in first gear.
+ //Set the tank to use auto-gears.
+ //Set the tank to use the standard control model
+ mVehicleDriveTank->setToRestState();
+ mVehicleDriveTank->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
+ mVehicleDriveTank->mDriveDynData.setUseAutoGears(true);
+ mVehicleDriveTank->setDriveModel(PxVehicleDriveTankControlModel::eSTANDARD);
+
+ mNestedScene = new NestedScene(mVehicleDriveTank->getRigidDynamicActor());
+
+ mNestedScene->createBoxStack(); //can create stuff inside that scene now ... let's say this is the cargo of the vehicle.
+
+ }
+
+ void simulate(PxScene * scene, PxF32 timeStep)
+ {
+ PX_ASSERT(mNestedScene != NULL);
+
+ mNestedScene->simulate(scene, timeStep);
+ }
+
+ void render()
+ {
+ PX_ASSERT(mNestedScene != NULL);
+
+ mNestedScene->render();
+ }
+
+ void reverse()
+ {
+ mVehicleDriveTank->mDriveDynData.forceGearChange(PxVehicleGearsData::eREVERSE);
+ }
+
+ void forward()
+ {
+ mVehicleDriveTank->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
+ }
+
+
+ PxVehicleDriveTank* getVehicleDriveTank() { return mVehicleDriveTank; }
+
+
+private:
+
+
+ PxVehicleDriveTank* mVehicleDriveTank;
+ NestedScene* mNestedScene;
+
+} tankEntity;
+
+
+
+PxVehicleKeySmoothingData gKeySmoothingData=
+{
+ {
+ 6.0f, //rise rate eANALOG_INPUT_ACCEL=0,
+ 6.0f, //rise rate eANALOG_INPUT_BRAKE,
+ 6.0f, //rise rate eANALOG_INPUT_HANDBRAKE,
+ 2.5f, //rise rate eANALOG_INPUT_STEER_LEFT,
+ 2.5f, //rise rate eANALOG_INPUT_STEER_RIGHT,
+ },
+ {
+ 10.0f, //fall rate eANALOG_INPUT_ACCEL=0,
+ 10.0f, //fall rate eANALOG_INPUT_BRAKE,
+ 10.0f, //fall rate eANALOG_INPUT_HANDBRAKE,
+ 5.0f, //fall rate eANALOG_INPUT_STEER_LEFT,
+ 5.0f //fall rate eANALOG_INPUT_STEER_RIGHT,
+ }
+};
+
+PxVehiclePadSmoothingData gPadSmoothingData=
+{
+ {
+ 6.0f, //rise rate eANALOG_INPUT_ACCEL=0,
+ 6.0f, //rise rate eANALOG_INPUT_BRAKE,
+ 6.0f, //rise rate eANALOG_INPUT_HANDBRAKE,
+ 2.5f, //rise rate eANALOG_INPUT_STEER_LEFT,
+ 2.5f, //rise rate eANALOG_INPUT_STEER_RIGHT,
+ },
+ {
+ 10.0f, //fall rate eANALOG_INPUT_ACCEL=0
+ 10.0f, //fall rate eANALOG_INPUT_BRAKE_LEFT
+ 10.0f, //fall rate eANALOG_INPUT_BRAKE_RIGHT
+ 5.0f, //fall rate eANALOG_INPUT_THRUST_LEFT
+ 5.0f //fall rate eANALOG_INPUT_THRUST_RIGHT
+ }
+};
+
+PxVehicleDriveTankRawInputData gVehicleInputData(PxVehicleDriveTankControlModel::eSTANDARD);
+
+enum DriveMode
+{
+ eDRIVE_MODE_ACCEL_FORWARDS=0,
+ eDRIVE_MODE_ACCEL_REVERSE,
+ eDRIVE_MODE_HARD_TURN_LEFT,
+ eDRIVE_MODE_SOFT_TURN_LEFT,
+ eDRIVE_MODE_HARD_TURN_RIGHT,
+ eDRIVE_MODE_SOFT_TURN_RIGHT,
+ eDRIVE_MODE_BRAKE,
+ eDRIVE_MODE_NONE
+};
+
+DriveMode gDriveModeOrder[] =
+{
+ eDRIVE_MODE_BRAKE,
+ eDRIVE_MODE_ACCEL_FORWARDS,
+ eDRIVE_MODE_BRAKE,
+ eDRIVE_MODE_ACCEL_REVERSE,
+ eDRIVE_MODE_BRAKE,
+ eDRIVE_MODE_HARD_TURN_LEFT,
+ eDRIVE_MODE_BRAKE,
+ eDRIVE_MODE_HARD_TURN_RIGHT,
+ eDRIVE_MODE_BRAKE,
+ eDRIVE_MODE_SOFT_TURN_LEFT,
+ eDRIVE_MODE_BRAKE,
+ eDRIVE_MODE_SOFT_TURN_RIGHT,
+ eDRIVE_MODE_NONE
+};
+
+VehicleDesc initTankDesc()
+{
+ //Set up the chassis mass, dimensions, moment of inertia, and center of mass offset.
+ //The moment of inertia is just the moment of inertia of a cuboid but modified for easier steering.
+ //Center of mass offset is 0.65m above the base of the chassis and 0.25m towards the front.
+ const PxF32 chassisMass = 1500.0f;
+ const PxVec3 chassisDims(3.5f,2.0f,9.0f);
+ const PxVec3 chassisMOI
+ ((chassisDims.y*chassisDims.y + chassisDims.z*chassisDims.z)*chassisMass/12.0f,
+ (chassisDims.x*chassisDims.x + chassisDims.z*chassisDims.z)*0.8f*chassisMass/12.0f,
+ (chassisDims.x*chassisDims.x + chassisDims.y*chassisDims.y)*chassisMass/12.0f);
+ const PxVec3 chassisCMOffset(0.0f, -chassisDims.y*0.5f + 0.65f, 0.25f);
+
+ //Set up the wheel mass, radius, width, moment of inertia, and number of wheels.
+ //Moment of inertia is just the moment of inertia of a cylinder.
+ const PxF32 wheelMass = 20.0f;
+ const PxF32 wheelRadius = 0.5f;
+ const PxF32 wheelWidth = 0.4f;
+ const PxF32 wheelMOI = 0.5f*wheelMass*wheelRadius*wheelRadius;
+ const PxU32 nbWheels = 14;
+
+ VehicleDesc tankDesc;
+ tankDesc.chassisMass = chassisMass;
+ tankDesc.chassisDims = chassisDims;
+ tankDesc.chassisMOI = chassisMOI;
+ tankDesc.chassisCMOffset = chassisCMOffset;
+ tankDesc.chassisMaterial = gMaterial;
+ tankDesc.wheelMass = wheelMass;
+ tankDesc.wheelRadius = wheelRadius;
+ tankDesc.wheelWidth = wheelWidth;
+ tankDesc.wheelMOI = wheelMOI;
+ tankDesc.numWheels = nbWheels;
+ tankDesc.wheelMaterial = gMaterial;
+ return tankDesc;
+}
+
+void startAccelerateForwardsMode()
+{
+ if(gMimicKeyInputs)
+ {
+ gVehicleInputData.setDigitalAccel(true);
+ gVehicleInputData.setDigitalLeftThrust(true);
+ gVehicleInputData.setDigitalRightThrust(true);
+ }
+ else
+ {
+ gVehicleInputData.setAnalogAccel(1.0f);
+ gVehicleInputData.setAnalogLeftThrust(1.0f);
+ gVehicleInputData.setAnalogRightThrust(1.0f);
+ }
+}
+
+void startAccelerateReverseMode()
+{
+ tankEntity.reverse();
+
+ if(gMimicKeyInputs)
+ {
+ gVehicleInputData.setDigitalAccel(true);
+ gVehicleInputData.setDigitalLeftThrust(true);
+ gVehicleInputData.setDigitalRightThrust(true);
+ }
+ else
+ {
+ gVehicleInputData.setAnalogAccel(1.0f);
+ gVehicleInputData.setAnalogLeftThrust(1.0f);
+ gVehicleInputData.setAnalogRightThrust(1.0f);
+ }
+}
+
+void startBrakeMode()
+{
+ if(gMimicKeyInputs)
+ {
+ gVehicleInputData.setDigitalLeftBrake(true);
+ gVehicleInputData.setDigitalRightBrake(true);
+ }
+ else
+ {
+ gVehicleInputData.setAnalogLeftBrake(1.0f);
+ gVehicleInputData.setAnalogRightBrake(1.0f);
+ }
+}
+
+void startTurnHardLeftMode()
+{
+ if(gMimicKeyInputs)
+ {
+ gVehicleInputData.setDigitalAccel(true);
+ gVehicleInputData.setDigitalLeftThrust(true);
+ gVehicleInputData.setDigitalRightBrake(true);
+ }
+ else
+ {
+ gVehicleInputData.setAnalogAccel(1.0f);
+ gVehicleInputData.setAnalogLeftThrust(1.0f);
+ gVehicleInputData.setAnalogRightBrake(1.0f);
+ }
+}
+
+void startTurnHardRightMode()
+{
+ if(gMimicKeyInputs)
+ {
+ gVehicleInputData.setDigitalAccel(true);
+ gVehicleInputData.setDigitalRightThrust(true);
+ gVehicleInputData.setDigitalLeftBrake(true);
+ }
+ else
+ {
+ gVehicleInputData.setAnalogAccel(1.0f);
+ gVehicleInputData.setAnalogRightThrust(1.0f);
+ gVehicleInputData.setAnalogLeftBrake(1.0f);
+ }
+}
+
+void startTurnSoftLeftMode()
+{
+ if(gMimicKeyInputs)
+ {
+ gVehicleInputData.setDigitalAccel(true);
+ gVehicleInputData.setDigitalLeftThrust(true);
+ }
+ else
+ {
+ gVehicleInputData.setAnalogAccel(1.0f);
+ gVehicleInputData.setAnalogLeftThrust(1.0f);
+ gVehicleInputData.setAnalogRightThrust(0.3f);
+ }
+}
+
+void startTurnSoftRightMode()
+{
+ if(gMimicKeyInputs)
+ {
+ gVehicleInputData.setDigitalAccel(true);
+ gVehicleInputData.setDigitalRightThrust(true);
+ }
+ else
+ {
+ gVehicleInputData.setAnalogAccel(1.0f);
+ gVehicleInputData.setAnalogRightThrust(1.0f);
+ gVehicleInputData.setAnalogLeftThrust(0.3f);
+ }
+}
+
+void releaseAllControls()
+{
+ if(gMimicKeyInputs)
+ {
+ gVehicleInputData.setDigitalAccel(false);
+ gVehicleInputData.setDigitalRightThrust(false);
+ gVehicleInputData.setDigitalLeftThrust(false);
+ gVehicleInputData.setDigitalRightBrake(false);
+ gVehicleInputData.setDigitalLeftBrake(false);
+ }
+ else
+ {
+ gVehicleInputData.setAnalogAccel(0.0f);
+ gVehicleInputData.setAnalogRightThrust(0.0f);
+ gVehicleInputData.setAnalogLeftThrust(0.0f);
+ gVehicleInputData.setAnalogRightBrake(0.0f);
+ gVehicleInputData.setAnalogLeftBrake(0.0f);
+ }
+}
+
+void initPhysics(bool interactive)
+{
+ PX_UNUSED(interactive);
+
+ gFoundation = PxCreateFoundation(PX_FOUNDATION_VERSION, gAllocator, gErrorCallback);
+
+ gPvd = PxCreatePvd(*gFoundation);
+ PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
+ gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
+
+ gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true, gPvd);
+ PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
+ sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
+
+ PxU32 numWorkers = 1;
+ gDispatcher = PxDefaultCpuDispatcherCreate(numWorkers);
+ sceneDesc.cpuDispatcher = gDispatcher;
+ sceneDesc.filterShader = VehicleFilterShader;
+
+ gScene = gPhysics->createScene(sceneDesc);
+
+ PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
+ if(pvdClient)
+ {
+ pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
+ pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
+ pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
+ }
+
+ gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
+
+ gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale()));
+
+ /////////////////////////////////////////////
+
+ PxInitVehicleSDK(*gPhysics);
+ PxVehicleSetBasisVectors(PxVec3(0,1,0), PxVec3(0,0,1));
+ PxVehicleSetUpdateMode(PxVehicleUpdateMode::eVELOCITY_CHANGE);
+
+ //Create the batched scene queries for the suspension raycasts.
+ gVehicleSceneQueryData = VehicleSceneQueryData::allocate(1, PX_MAX_NB_WHEELS, 1, 1, WheelSceneQueryPreFilterBlocking, NULL, gAllocator);
+ gBatchQuery = VehicleSceneQueryData::setUpBatchedSceneQuery(0, *gVehicleSceneQueryData, gScene);
+
+ //Create the friction table for each combination of tire and surface type.
+ gFrictionPairs = createFrictionPairs(gMaterial);
+
+ //Create a plane to drive on.
+ PxFilterData groundPlaneSimFilterData(COLLISION_FLAG_GROUND, COLLISION_FLAG_GROUND_AGAINST, 0, 0);
+ gGroundPlane = createDrivablePlane(groundPlaneSimFilterData, gMaterial, gPhysics);
+ gScene->addActor(*gGroundPlane);
+
+ //Create a tank that will drive on the plane.
+ tankEntity.create();
+
+
+ gTankModeTimer = 0.0f;
+ gTankOrderProgress = 0;
+ startBrakeMode();
+}
+
+void incrementDrivingMode(const PxF32 timestep)
+{
+ gTankModeTimer += timestep;
+ if(gTankModeTimer > gTankModeLifetime)
+ {
+ //If the mode just completed was eDRIVE_MODE_ACCEL_REVERSE then switch back to forward gears.
+ if(eDRIVE_MODE_ACCEL_REVERSE == gDriveModeOrder[gTankOrderProgress])
+ {
+ tankEntity.forward();
+ }
+
+ //Increment to next driving mode.
+ gTankModeTimer = 0.0f;
+ gTankOrderProgress++;
+ releaseAllControls();
+
+ //If we are at the end of the list of driving modes then start again.
+ if(eDRIVE_MODE_NONE == gDriveModeOrder[gTankOrderProgress])
+ {
+ gTankOrderProgress = 0;
+ gTankOrderComplete = true;
+ }
+
+ //Start driving in the selected mode.
+ DriveMode eDriveMode = gDriveModeOrder[gTankOrderProgress];
+ switch(eDriveMode)
+ {
+ case eDRIVE_MODE_ACCEL_FORWARDS:
+ startAccelerateForwardsMode();
+ break;
+ case eDRIVE_MODE_ACCEL_REVERSE:
+ startAccelerateReverseMode();
+ break;
+ case eDRIVE_MODE_HARD_TURN_LEFT:
+ startTurnHardLeftMode();
+ break;
+ case eDRIVE_MODE_SOFT_TURN_LEFT:
+ startTurnSoftLeftMode();
+ break;
+ case eDRIVE_MODE_HARD_TURN_RIGHT:
+ startTurnHardRightMode();
+ break;
+ case eDRIVE_MODE_SOFT_TURN_RIGHT:
+ startTurnSoftRightMode();
+ break;
+ case eDRIVE_MODE_BRAKE:
+ startBrakeMode();
+ break;
+ case eDRIVE_MODE_NONE:
+ break;
+ };
+
+ //If the mode about to start is eDRIVE_MODE_ACCEL_REVERSE then switch to reverse gears.
+ if(eDRIVE_MODE_ACCEL_REVERSE == gDriveModeOrder[gTankOrderProgress])
+ {
+ tankEntity.reverse();
+ }
+ }
+}
+
+void stepPhysics(bool interactive)
+{
+ PX_UNUSED(interactive);
+
+ const PxF32 timestep = 1.0f/60.0f;
+
+ //Cycle through the driving modes.
+ incrementDrivingMode(timestep);
+
+ //Update the control inputs for the tank.
+ if(gMimicKeyInputs)
+ {
+ PxVehicleDriveTankSmoothDigitalRawInputsAndSetAnalogInputs(gKeySmoothingData, gVehicleInputData, timestep, *tankEntity.getVehicleDriveTank());
+ }
+ else
+ {
+ PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs(gPadSmoothingData, gVehicleInputData, timestep, *tankEntity.getVehicleDriveTank());
+ }
+
+ //Raycasts.
+ PxVehicleWheels* vehicles[1] = {tankEntity.getVehicleDriveTank()};
+ PxVehicleSuspensionRaycasts(gBatchQuery, 1, vehicles, gVehicleSceneQueryData->getQueryResultBufferSize(), gVehicleSceneQueryData->getRaycastQueryResultBuffer(0));
+
+ //Vehicle update.
+ const PxVec3 grav = gScene->getGravity();
+ PxWheelQueryResult wheelQueryResults[PX_MAX_NB_WHEELS];
+ PxVehicleWheelQueryResult vehicleQueryResults[1] = {{wheelQueryResults, tankEntity.getVehicleDriveTank()->mWheelsSimData.getNbWheels()}};
+ PxVehicleUpdates(timestep, grav, *gFrictionPairs, 1, vehicles, vehicleQueryResults);
+
+ //Scene update.
+ gScene->simulate(timestep);
+ gScene->fetchResults(true);
+ tankEntity.simulate(gScene, timestep);
+}
+
+void renderPhysics()
+{
+#ifdef RENDER_SNIPPET
+ renderScene(gScene, NULL, PxVec3(0.94f, 0.25f, 0.5f));
+#endif
+ tankEntity.render();
+}
+
+void cleanupPhysics(bool interactive)
+{
+ gVehicleSceneQueryData->free(gAllocator);
+ gFrictionPairs->release();
+ PxCloseVehicleSDK();
+
+ PX_UNUSED(interactive);
+ gCooking->release();
+ gScene->release();
+ gDispatcher->release();
+ gPhysics->release();
+ PxPvdTransport* transport = gPvd->getTransport();
+ gPvd->release();
+ transport->release();
+
+ gFoundation->release();
+
+ printf("SnippetNestedScene done.\n");
+}
+
+void keyPress(unsigned char key, const PxTransform& camera)
+{
+ PX_UNUSED(camera);
+ PX_UNUSED(key);
+}
+
+int snippetMain(int, const char*const*)
+{
+#ifdef RENDER_SNIPPET
+ extern void renderLoop();
+ renderLoop();
+#else
+ initPhysics(false);
+ while(!gTankOrderComplete)
+ {
+ stepPhysics(false);
+ }
+ cleanupPhysics(false);
+#endif
+
+ return 0;
+}