diff options
| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Snippets/SnippetNestedScene/SnippetNestedSceneRender.cpp | |
| download | physx-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')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetNestedScene/SnippetNestedSceneRender.cpp | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetNestedScene/SnippetNestedSceneRender.cpp b/PhysX_3.4/Snippets/SnippetNestedScene/SnippetNestedSceneRender.cpp new file mode 100644 index 00000000..2d65a41a --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetNestedScene/SnippetNestedSceneRender.cpp @@ -0,0 +1,134 @@ +// 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 |