175 lines
5.0 KiB
C++
175 lines
5.0 KiB
C++
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifdef RENDER_SNIPPET
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#include "PxPhysicsAPI.h"
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#include "../snippetrender/SnippetRender.h"
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#include "../snippetrender/SnippetCamera.h"
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using namespace physx;
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extern void initPhysics(bool interactive);
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extern void stepPhysics(bool interactive);
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extern void cleanupPhysics(bool interactive);
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extern void keyPress(unsigned char key, const PxTransform& camera);
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extern void debugRender();
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namespace
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{
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Snippets::Camera* sCamera;
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void renderCallback()
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{
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stepPhysics(true);
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Snippets::startRender(sCamera);
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PxScene* scene;
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PxGetPhysics().getScenes(&scene, 1);
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PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
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if (nbActors)
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{
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const PxVec3 dynColor(1.0f, 0.5f, 0.25f);
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PxArray<PxRigidActor*> actors(nbActors);
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scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
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Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true, dynColor);
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}
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debugRender();
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Snippets::finishRender();
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}
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void exitCallback()
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{
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delete sCamera;
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cleanupPhysics(true);
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}
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}
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void renderLoop()
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{
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sCamera = new Snippets::Camera(PxVec3(30.0f, 30.0f, 30.0f), PxVec3(-0.6f, -0.5f, -0.6f));
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Snippets::setupDefault("PhysX Snippet CustomGeometryQueries", sCamera, keyPress, renderCallback, exitCallback);
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initPhysics(true);
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glutMainLoop();
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}
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static void PxVertex3f(const PxVec3& v) { ::glVertex3f(v.x, v.y, v.z); };
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static void PxScalef(const PxVec3& v) { ::glScalef(v.x, v.y, v.z); };
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void renderRaycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxRaycastHit* hit)
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{
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glDisable(GL_LIGHTING);
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if (hit)
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{
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glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
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glBegin(GL_LINES);
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PxVertex3f(origin);
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PxVertex3f(origin + unitDir * hit->distance);
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PxVertex3f(hit->position);
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PxVertex3f(hit->position + hit->normal);
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glEnd();
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}
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else
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{
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glColor4f(0.6f, 0.0f, 0.0f, 1.0f);
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glBegin(GL_LINES);
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PxVertex3f(origin);
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PxVertex3f(origin + unitDir * maxDist);
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glEnd();
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}
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glEnable(GL_LIGHTING);
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}
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void renderSweepBox(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxVec3& halfExtents, const PxSweepHit* hit)
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{
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glDisable(GL_LIGHTING);
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if (hit)
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{
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glColor4f(0.0f, 0.6f, 0.0f, 1.0f);
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glBegin(GL_LINES);
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PxVertex3f(origin);
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PxVertex3f(origin + unitDir * hit->distance);
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PxVertex3f(hit->position);
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PxVertex3f(hit->position + hit->normal);
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glEnd();
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PxTransform boxPose(origin + unitDir * hit->distance);
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PxMat44 boxMat(boxPose);
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glPushMatrix();
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glMultMatrixf(&boxMat.column0.x);
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PxScalef(halfExtents * 2);
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glutWireCube(1);
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glPopMatrix();
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}
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else
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{
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glColor4f(0.0f, 0.3f, 0.0f, 1.0f);
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glBegin(GL_LINES);
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PxVertex3f(origin);
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PxVertex3f(origin + unitDir * maxDist);
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glEnd();
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}
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glEnable(GL_LIGHTING);
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}
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void renderOverlapBox(const PxVec3& origin, const PxVec3& halfExtents, bool hit)
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{
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glDisable(GL_LIGHTING);
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if (hit)
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{
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glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
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PxTransform boxPose(origin);
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PxMat44 boxMat(boxPose);
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glPushMatrix();
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glMultMatrixf(&boxMat.column0.x);
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PxScalef(halfExtents * 2);
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glutWireCube(1);
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glPopMatrix();
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}
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else
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{
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glColor4f(0.0f, 0.0f, 0.6f, 1.0f);
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PxTransform boxPose(origin);
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PxMat44 boxMat(boxPose);
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glPushMatrix();
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glMultMatrixf(&boxMat.column0.x);
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PxScalef(halfExtents * 2);
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glutWireCube(1);
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glPopMatrix();
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}
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glEnable(GL_LIGHTING);
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}
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#endif
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