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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/SnippetNestedSceneRender.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]
Diffstat (limited to 'PhysX_3.4/Snippets/SnippetNestedScene/SnippetNestedSceneRender.cpp')
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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.
+
+#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 renderPhysics();
+extern void cleanupPhysics(bool interactive);
+extern void keyPress(unsigned char key, const PxTransform& camera);
+
+extern PxScene* gScene;
+
+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 mouseCallback(int button, int state, int x, int y)
+{
+ sCamera->handleMouse(button, state, x, y);
+}
+
+void idleCallback()
+{
+ glutPostRedisplay();
+}
+
+void renderScene(physx::PxScene * scene, physx::PxRigidActor * referenceFrame, const physx::PxVec3 & color)
+{
+ 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);
+
+ glPushMatrix();
+ if (referenceFrame)
+ {
+ const PxMat44 actorPose( referenceFrame->getGlobalPose());
+ glMultMatrixf(reinterpret_cast<const float*>(&actorPose));
+ }
+
+ Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), referenceFrame == NULL, color);
+
+ glPopMatrix();
+ }
+
+}
+
+void renderCallback()
+{
+ stepPhysics(true);
+
+ Snippets::startRender(sCamera->getEye(), sCamera->getDir());
+
+ renderPhysics();
+
+ Snippets::finishRender();
+}
+
+void exitCallback(void)
+{
+ delete sCamera;
+ cleanupPhysics(true);
+}
+
+void renderLoop()
+{
+ sCamera = new Snippets::Camera(PxVec3(10.0f, 10.0f, 10.0f), PxVec3(-0.6f,-0.2f,-0.7f));
+
+ Snippets::setupDefaultWindow("PhysX Snippet Nested Scene");
+ Snippets::setupDefaultRenderState();
+
+ glutIdleFunc(idleCallback);
+ glutDisplayFunc(renderCallback);
+ glutKeyboardFunc(keyboardCallback);
+ glutMouseFunc(mouseCallback);
+ glutMotionFunc(motionCallback);
+ motionCallback(0,0);
+
+ atexit(exitCallback);
+
+ initPhysics(true);
+ glutMainLoop();
+}
+
+#endif