// 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 #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 actors(nbActors); scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast(&actors[0]), nbActors); glPushMatrix(); if (referenceFrame) { const PxMat44 actorPose( referenceFrame->getGlobalPose()); glMultMatrixf(reinterpret_cast(&actorPose)); } Snippets::renderActors(&actors[0], static_cast(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