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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "SnippetRender.h"
using namespace physx;
static float gCylinderData[]={
1.0f,0.0f,1.0f,1.0f,0.0f,1.0f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f,
0.866025f,0.500000f,1.0f,0.866025f,0.500000f,1.0f,0.866025f,0.500000f,0.0f,0.866025f,0.500000f,0.0f,
0.500000f,0.866025f,1.0f,0.500000f,0.866025f,1.0f,0.500000f,0.866025f,0.0f,0.500000f,0.866025f,0.0f,
-0.0f,1.0f,1.0f,-0.0f,1.0f,1.0f,-0.0f,1.0f,0.0f,-0.0f,1.0f,0.0f,
-0.500000f,0.866025f,1.0f,-0.500000f,0.866025f,1.0f,-0.500000f,0.866025f,0.0f,-0.500000f,0.866025f,0.0f,
-0.866025f,0.500000f,1.0f,-0.866025f,0.500000f,1.0f,-0.866025f,0.500000f,0.0f,-0.866025f,0.500000f,0.0f,
-1.0f,-0.0f,1.0f,-1.0f,-0.0f,1.0f,-1.0f,-0.0f,0.0f,-1.0f,-0.0f,0.0f,
-0.866025f,-0.500000f,1.0f,-0.866025f,-0.500000f,1.0f,-0.866025f,-0.500000f,0.0f,-0.866025f,-0.500000f,0.0f,
-0.500000f,-0.866025f,1.0f,-0.500000f,-0.866025f,1.0f,-0.500000f,-0.866025f,0.0f,-0.500000f,-0.866025f,0.0f,
0.0f,-1.0f,1.0f,0.0f,-1.0f,1.0f,0.0f,-1.0f,0.0f,0.0f,-1.0f,0.0f,
0.500000f,-0.866025f,1.0f,0.500000f,-0.866025f,1.0f,0.500000f,-0.866025f,0.0f,0.500000f,-0.866025f,0.0f,
0.866026f,-0.500000f,1.0f,0.866026f,-0.500000f,1.0f,0.866026f,-0.500000f,0.0f,0.866026f,-0.500000f,0.0f,
1.0f,0.0f,1.0f,1.0f,0.0f,1.0f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f
};
#define MAX_NUM_MESH_VEC3S 1024
static PxVec3 gVertexBuffer[MAX_NUM_MESH_VEC3S];
void renderGeometry(const PxGeometryHolder& h)
{
switch(h.getType())
{
case PxGeometryType::eBOX:
{
glScalef(h.box().halfExtents.x, h.box().halfExtents.y, h.box().halfExtents.z);
glutSolidCube(2.0);
}
break;
case PxGeometryType::eSPHERE:
{
glutSolidSphere(GLdouble(h.sphere().radius), 10, 10);
}
break;
case PxGeometryType::eCAPSULE:
{
const PxF32 radius = h.capsule().radius;
const PxF32 halfHeight = h.capsule().halfHeight;
//Sphere
glPushMatrix();
glTranslatef(halfHeight, 0.0f, 0.0f);
glScalef(radius,radius,radius);
glutSolidSphere(1, 10, 10);
glPopMatrix();
//Sphere
glPushMatrix();
glTranslatef(-halfHeight, 0.0f, 0.0f);
glScalef(radius,radius,radius);
glutSolidSphere(1, 10, 10);
glPopMatrix();
//Cylinder
glPushMatrix();
glTranslatef(-halfHeight, 0.0f, 0.0f);
glScalef(2.0f*halfHeight, radius,radius);
glRotatef(90.0f,0.0f,1.0f,0.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 2*3*sizeof(float), gCylinderData);
glNormalPointer(GL_FLOAT, 2*3*sizeof(float), gCylinderData+3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 13*2);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glPopMatrix();
}
break;
case PxGeometryType::eCONVEXMESH:
{
//Compute triangles for each polygon.
const PxVec3 scale = h.convexMesh().scale.scale;
PxConvexMesh* mesh = h.convexMesh().convexMesh;
const PxU32 nbPolys = mesh->getNbPolygons();
const PxU8* polygons = mesh->getIndexBuffer();
const PxVec3* verts = mesh->getVertices();
PxU32 nbVerts = mesh->getNbVertices();
PX_UNUSED(nbVerts);
PxU32 numTotalTriangles = 0;
for(PxU32 i = 0; i < nbPolys; i++)
{
PxHullPolygon data;
mesh->getPolygonData(i, data);
const PxU32 nbTris = PxU32(data.mNbVerts - 2);
const PxU8 vref0 = polygons[data.mIndexBase + 0];
PX_ASSERT(vref0 < nbVerts);
for(PxU32 j=0;j<nbTris;j++)
{
const PxU32 vref1 = polygons[data.mIndexBase + 0 + j + 1];
const PxU32 vref2 = polygons[data.mIndexBase + 0 + j + 2];
//generate face normal:
PxVec3 e0 = verts[vref1] - verts[vref0];
PxVec3 e1 = verts[vref2] - verts[vref0];
PX_ASSERT(vref1 < nbVerts);
PX_ASSERT(vref2 < nbVerts);
PxVec3 fnormal = e0.cross(e1);
fnormal.normalize();
if(numTotalTriangles*6 < MAX_NUM_MESH_VEC3S)
{
gVertexBuffer[numTotalTriangles*6 + 0] = fnormal;
gVertexBuffer[numTotalTriangles*6 + 1] = verts[vref0];
gVertexBuffer[numTotalTriangles*6 + 2] = fnormal;
gVertexBuffer[numTotalTriangles*6 + 3] = verts[vref1];
gVertexBuffer[numTotalTriangles*6 + 4] = fnormal;
gVertexBuffer[numTotalTriangles*6 + 5] = verts[vref2];
numTotalTriangles++;
}
}
}
glPushMatrix();
glScalef(scale.x, scale.y, scale.z);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glNormalPointer(GL_FLOAT, 2*3*sizeof(float), gVertexBuffer);
glVertexPointer(3, GL_FLOAT, 2*3*sizeof(float), gVertexBuffer+1);
glDrawArrays(GL_TRIANGLES, 0, int(numTotalTriangles * 3));
glPopMatrix();
}
break;
case PxGeometryType::eTRIANGLEMESH:
{
const PxTriangleMeshGeometry& triGeom = h.triangleMesh();
const PxTriangleMesh& mesh = *triGeom.triangleMesh;
const PxVec3 scale = triGeom.scale.scale;
const PxU32 triangleCount = mesh.getNbTriangles();
const PxU32 has16BitIndices = mesh.getTriangleMeshFlags() & PxTriangleMeshFlag::e16_BIT_INDICES;
const void* indexBuffer = mesh.getTriangles();
const PxVec3* vertexBuffer = mesh.getVertices();
const PxU32* intIndices = reinterpret_cast<const PxU32*>(indexBuffer);
const PxU16* shortIndices = reinterpret_cast<const PxU16*>(indexBuffer);
PxU32 numTotalTriangles = 0;
for(PxU32 i=0; i < triangleCount; ++i)
{
PxVec3 triVert[3];
if(has16BitIndices)
{
triVert[0] = vertexBuffer[*shortIndices++];
triVert[1] = vertexBuffer[*shortIndices++];
triVert[2] = vertexBuffer[*shortIndices++];
}
else
{
triVert[0] = vertexBuffer[*intIndices++];
triVert[1] = vertexBuffer[*intIndices++];
triVert[2] = vertexBuffer[*intIndices++];
}
PxVec3 fnormal = (triVert[1] - triVert[0]).cross(triVert[2] - triVert[0]);
fnormal.normalize();
if(numTotalTriangles*6 < MAX_NUM_MESH_VEC3S)
{
gVertexBuffer[numTotalTriangles*6 + 0] = fnormal;
gVertexBuffer[numTotalTriangles*6 + 1] = triVert[0];
gVertexBuffer[numTotalTriangles*6 + 2] = fnormal;
gVertexBuffer[numTotalTriangles*6 + 3] = triVert[1];
gVertexBuffer[numTotalTriangles*6 + 4] = fnormal;
gVertexBuffer[numTotalTriangles*6 + 5] = triVert[2];
numTotalTriangles++;
}
}
glPushMatrix();
glScalef(scale.x, scale.y, scale.z);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glNormalPointer(GL_FLOAT, 2*3*sizeof(float), gVertexBuffer);
glVertexPointer(3, GL_FLOAT, 2*3*sizeof(float), gVertexBuffer+1);
glDrawArrays(GL_TRIANGLES, 0, int(numTotalTriangles * 3));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glPopMatrix();
}
break;
case PxGeometryType::eINVALID:
case PxGeometryType::eHEIGHTFIELD:
case PxGeometryType::eGEOMETRY_COUNT:
case PxGeometryType::ePLANE:
break;
}
}
namespace Snippets
{
namespace
{
void reshapeCallback(int width, int height)
{
glViewport(0, 0, width, height);
}
}
void setupDefaultWindow(const char *name)
{
char* namestr = new char[strlen(name)+1];
strcpy(namestr, name);
int argc = 1;
char* argv[1] = { namestr };
glutInit(&argc, argv);
glutInitWindowSize(512, 512);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
int mainHandle = glutCreateWindow(name);
glutSetWindow(mainHandle);
glutReshapeFunc(reshapeCallback);
delete[] namestr;
}
void setupDefaultRenderState()
{
// Setup default render states
glClearColor(0.3f, 0.4f, 0.5f, 1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
// Setup lighting
glEnable(GL_LIGHTING);
PxReal ambientColor[] = { 0.0f, 0.1f, 0.2f, 0.0f };
PxReal diffuseColor[] = { 1.0f, 1.0f, 1.0f, 0.0f };
PxReal specularColor[] = { 0.0f, 0.0f, 0.0f, 0.0f };
PxReal position[] = { 100.0f, 100.0f, 400.0f, 1.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientColor);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseColor);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularColor);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHT0);
}
void startRender(const PxVec3& cameraEye, const PxVec3& cameraDir, PxReal clipNear, PxReal clipFar)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Setup camera
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, GLdouble(glutGet(GLUT_WINDOW_WIDTH)) / GLdouble(glutGet(GLUT_WINDOW_HEIGHT)), GLdouble(clipNear), GLdouble(clipFar));
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(GLdouble(cameraEye.x), GLdouble(cameraEye.y), GLdouble(cameraEye.z), GLdouble(cameraEye.x + cameraDir.x), GLdouble(cameraEye.y + cameraDir.y), GLdouble(cameraEye.z + cameraDir.z), 0.0, 1.0, 0.0);
glColor4f(0.4f, 0.4f, 0.4f, 1.0f);
}
void renderActors(PxRigidActor** actors, const PxU32 numActors, bool shadows, const PxVec3 & color)
{
PxShape* shapes[MAX_NUM_ACTOR_SHAPES];
for(PxU32 i=0;i<numActors;i++)
{
const PxU32 nbShapes = actors[i]->getNbShapes();
PX_ASSERT(nbShapes <= MAX_NUM_ACTOR_SHAPES);
actors[i]->getShapes(shapes, nbShapes);
bool sleeping = actors[i]->is<PxRigidDynamic>() ? actors[i]->is<PxRigidDynamic>()->isSleeping() : false;
for(PxU32 j=0;j<nbShapes;j++)
{
const PxMat44 shapePose(PxShapeExt::getGlobalPose(*shapes[j], *actors[i]));
PxGeometryHolder h = shapes[j]->getGeometry();
if (shapes[j]->getFlags() & PxShapeFlag::eTRIGGER_SHAPE)
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
// render object
glPushMatrix();
glMultMatrixf(reinterpret_cast<const float*>(&shapePose));
if(sleeping)
{
PxVec3 darkColor = color * 0.25f;
glColor4f(darkColor.x, darkColor.y, darkColor.z, 1.0f);
}
else
glColor4f(color.x, color.y, color.z, 1.0f);
renderGeometry(h);
glPopMatrix();
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
if(shadows)
{
const PxVec3 shadowDir(0.0f, -0.7071067f, -0.7071067f);
const PxReal shadowMat[]={ 1,0,0,0, -shadowDir.x/shadowDir.y,0,-shadowDir.z/shadowDir.y,0, 0,0,1,0, 0,0,0,1 };
glPushMatrix();
glMultMatrixf(shadowMat);
glMultMatrixf(reinterpret_cast<const float*>(&shapePose));
glDisable(GL_LIGHTING);
glColor4f(0.1f, 0.2f, 0.3f, 1.0f);
renderGeometry(h);
glEnable(GL_LIGHTING);
glPopMatrix();
}
}
}
}
void finishRender()
{
glutSwapBuffers();
}
} //namespace Snippets
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