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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.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "../SnippetRender/SnippetRender.h"
#include "../SnippetRender/SnippetCamera.h"
using namespace physx;
extern void initPhysics();
extern void stepPhysics();
extern void cleanupPhysics();
extern void keyPress(unsigned char key, const PxTransform& camera);
extern PxScene* gScene;
extern PxF32 gLengthScale;
namespace
{
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, gLengthScale))
keyPress(key, sCamera->getTransform());
}
void mouseCallback(int button, int state, int x, int y)
{
sCamera->handleMouse(button, state, x, y);
}
void idleCallback()
{
glutPostRedisplay();
}
void renderCallback()
{
stepPhysics();
Snippets::startRender(sCamera->getEye(), sCamera->getDir());
PxU32 nbActors = gScene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if(nbActors)
{
std::vector<PxRigidActor*> actors(nbActors);
gScene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
}
Snippets::finishRender();
}
void exitCallback(void)
{
delete sCamera;
cleanupPhysics();
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(10.0f*gLengthScale, 10.0f*gLengthScale, 10.0f*gLengthScale), PxVec3(-0.6f,-0.2f,-0.7f));
Snippets::setupDefaultWindow("PhysX Snippet VehicleScale");
Snippets::setupDefaultRenderState();
glutIdleFunc(idleCallback);
glutDisplayFunc(renderCallback);
glutKeyboardFunc(keyboardCallback);
glutMouseFunc(mouseCallback);
glutMotionFunc(motionCallback);
motionCallback(0,0);
atexit(exitCallback);
initPhysics();
glutMainLoop();
}
#endif
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