403 lines
11 KiB
C++
403 lines
11 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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// ****************************************************************************
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// This snippet illustrates how to use a PxBVH to implement view-frustum culling.
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// ****************************************************************************
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#include <ctype.h>
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#include "PxPhysicsAPI.h"
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#include "foundation/PxArray.h"
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#include "../snippetcommon/SnippetPrint.h"
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#include "../snippetcommon/SnippetPVD.h"
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#include "../snippetutils/SnippetUtils.h"
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#ifdef RENDER_SNIPPET
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#include "../snippetrender/SnippetCamera.h"
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#include "../snippetrender/SnippetRender.h"
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#endif
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//#define BENCHMARK_MODE
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using namespace physx;
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static PxDefaultAllocator gAllocator;
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static PxDefaultErrorCallback gErrorCallback;
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static PxFoundation* gFoundation = NULL;
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namespace
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{
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class CustomScene
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{
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public:
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CustomScene();
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~CustomScene();
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void release();
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void addGeom(const PxGeometry& geom, const PxTransform& pose);
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void createBVH();
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void render() const;
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struct Object
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{
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PxGeometryHolder mGeom;
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PxTransform mPose;
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};
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PxArray<Object> mObjects;
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PxBVH* mBVH;
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};
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CustomScene::CustomScene() : mBVH(NULL)
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{
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}
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CustomScene::~CustomScene()
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{
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}
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void CustomScene::release()
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{
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PX_RELEASE(mBVH);
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mObjects.reset();
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PX_DELETE_THIS;
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}
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void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose)
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{
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Object obj;
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obj.mGeom.storeAny(geom);
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obj.mPose = pose;
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mObjects.pushBack(obj);
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}
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void CustomScene::createBVH()
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{
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const PxU32 nbObjects = mObjects.size();
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PxBounds3* bounds = new PxBounds3[nbObjects];
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for(PxU32 i=0;i<nbObjects;i++)
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{
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Object& obj = mObjects[i];
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PxGeometryQuery::computeGeomBounds(bounds[i], obj.mGeom.any(), obj.mPose);
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}
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PxBVHDesc bvhDesc;
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bvhDesc.bounds.count = nbObjects;
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bvhDesc.bounds.data = bounds;
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bvhDesc.bounds.stride = sizeof(PxBounds3);
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bvhDesc.enlargement = 0.0f;
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mBVH = PxCreateBVH(bvhDesc);
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delete [] bounds;
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}
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enum FrustumPlaneIndex
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{
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FRUSTUM_PLANE_LEFT = 0,
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FRUSTUM_PLANE_RIGHT = 1,
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FRUSTUM_PLANE_TOP = 2,
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FRUSTUM_PLANE_BOTTOM = 3,
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FRUSTUM_PLANE_NEAR = 4,
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FRUSTUM_PLANE_FAR = 5,
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};
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void CustomScene::render() const
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{
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#ifdef RENDER_SNIPPET
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if(0)
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{
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// This codepath to draw all objects without culling
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const PxVec3 color(1.0f, 0.5f, 0.25f);
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for(PxU32 i=0;i<mObjects.size();i++)
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{
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const CustomScene::Object& obj = mObjects[i];
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Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
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}
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return;
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}
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// Extract planes from the view/proj matrices. You could also build them from the frustum's vertices.
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PxPlane planes[6];
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{
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float VM[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, VM);
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const PxMat44 ViewMatrix(VM);
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float PM[16];
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glGetFloatv(GL_PROJECTION_MATRIX, PM);
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const PxMat44 ProjMatrix(PM);
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const PxMat44 combo = ProjMatrix * ViewMatrix;
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planes[FRUSTUM_PLANE_LEFT].n.x = -(combo.column0[3] + combo.column0[0]);
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planes[FRUSTUM_PLANE_LEFT].n.y = -(combo.column1[3] + combo.column1[0]);
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planes[FRUSTUM_PLANE_LEFT].n.z = -(combo.column2[3] + combo.column2[0]);
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planes[FRUSTUM_PLANE_LEFT].d = -(combo.column3[3] + combo.column3[0]);
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planes[FRUSTUM_PLANE_RIGHT].n.x = -(combo.column0[3] - combo.column0[0]);
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planes[FRUSTUM_PLANE_RIGHT].n.y = -(combo.column1[3] - combo.column1[0]);
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planes[FRUSTUM_PLANE_RIGHT].n.z = -(combo.column2[3] - combo.column2[0]);
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planes[FRUSTUM_PLANE_RIGHT].d = -(combo.column3[3] - combo.column3[0]);
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planes[FRUSTUM_PLANE_TOP].n.x = -(combo.column0[3] - combo.column0[1]);
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planes[FRUSTUM_PLANE_TOP].n.y = -(combo.column1[3] - combo.column1[1]);
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planes[FRUSTUM_PLANE_TOP].n.z = -(combo.column2[3] - combo.column2[1]);
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planes[FRUSTUM_PLANE_TOP].d = -(combo.column3[3] - combo.column3[1]);
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planes[FRUSTUM_PLANE_BOTTOM].n.x = -(combo.column0[3] + combo.column0[1]);
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planes[FRUSTUM_PLANE_BOTTOM].n.y = -(combo.column1[3] + combo.column1[1]);
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planes[FRUSTUM_PLANE_BOTTOM].n.z = -(combo.column2[3] + combo.column2[1]);
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planes[FRUSTUM_PLANE_BOTTOM].d = -(combo.column3[3] + combo.column3[1]);
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planes[FRUSTUM_PLANE_NEAR].n.x = -(combo.column0[3] + combo.column0[2]);
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planes[FRUSTUM_PLANE_NEAR].n.y = -(combo.column1[3] + combo.column1[2]);
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planes[FRUSTUM_PLANE_NEAR].n.z = -(combo.column2[3] + combo.column2[2]);
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planes[FRUSTUM_PLANE_NEAR].d = -(combo.column3[3] + combo.column3[2]);
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planes[FRUSTUM_PLANE_FAR].n.x = -(combo.column0[3] - combo.column0[2]);
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planes[FRUSTUM_PLANE_FAR].n.y = -(combo.column1[3] - combo.column1[2]);
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planes[FRUSTUM_PLANE_FAR].n.z = -(combo.column2[3] - combo.column2[2]);
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planes[FRUSTUM_PLANE_FAR].d = -(combo.column3[3] - combo.column3[2]);
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for(PxU32 i=0;i<6;i++)
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planes[i].normalize();
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}
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if(mBVH)
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{
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struct LocalCB : PxBVH::OverlapCallback
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{
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LocalCB(const CustomScene& scene) : mScene(scene)
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{
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mVisibles.reserve(10000);
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}
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virtual bool reportHit(PxU32 boundsIndex)
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{
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mVisibles.pushBack(boundsIndex);
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return true;
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}
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const CustomScene& mScene;
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PxArray<PxU32> mVisibles;
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LocalCB& operator=(const LocalCB&){return *this;}
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};
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LocalCB cb(*this);
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#ifdef BENCHMARK_MODE
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unsigned long long time = __rdtsc();
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#endif
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mBVH->cull(6, planes, cb);
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char buffer[256];
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#ifdef BENCHMARK_MODE
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time = __rdtsc() - time;
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sprintf(buffer, "%d visible objects (%d)\n", cb.mVisibles.size(), int(time/1024));
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#else
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sprintf(buffer, "%d visible objects\n", cb.mVisibles.size());
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#endif
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const PxVec3 color(1.0f, 0.5f, 0.25f);
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for(PxU32 i=0;i<cb.mVisibles.size();i++)
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{
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const CustomScene::Object& obj = mObjects[cb.mVisibles[i]];
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Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
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}
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if(1)
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{
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const PxU32 nbObjects = mBVH->getNbBounds();
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for(PxU32 i=0;i<nbObjects;i++)
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Snippets::DrawBounds(mBVH->getBounds()[i]);
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}
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Snippets::print(buffer);
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}
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#endif
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}
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}
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static PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, const PxCookingParams& params)
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{
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PxConvexMeshDesc convexDesc;
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convexDesc.points.count = numVerts;
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convexDesc.points.stride = sizeof(PxVec3);
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convexDesc.points.data = verts;
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convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
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return PxCreateConvexMesh(params, convexDesc);
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}
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static PxConvexMesh* createCylinderMesh(const PxF32 width, const PxF32 radius, const PxCookingParams& params)
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{
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PxVec3 points[2*16];
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for(PxU32 i = 0; i < 16; i++)
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{
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const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
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const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
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const PxF32 y = radius*cosTheta;
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const PxF32 z = radius*sinTheta;
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points[2*i+0] = PxVec3(-width/2.0f, y, z);
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points[2*i+1] = PxVec3(+width/2.0f, y, z);
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}
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return createConvexMesh(points, 32, params);
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}
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static void initScene()
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{
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}
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static void releaseScene()
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{
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}
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static PxConvexMesh* gConvexMesh = NULL;
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static PxTriangleMesh* gTriangleMesh = NULL;
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static CustomScene* gScene = NULL;
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void renderScene()
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{
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if(gScene)
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gScene->render();
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}
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void initPhysics(bool /*interactive*/)
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{
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gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
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const PxTolerancesScale scale;
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PxCookingParams params(scale);
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params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
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// params.midphaseDesc.mBVH34Desc.quantized = false;
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params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
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params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
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gConvexMesh = createCylinderMesh(3.0f, 1.0f, params);
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{
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PxTriangleMeshDesc meshDesc;
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meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
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meshDesc.points.stride = sizeof(PxVec3);
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meshDesc.points.data = SnippetUtils::Bunny_getVerts();
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meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
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meshDesc.triangles.stride = sizeof(int)*3;
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meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
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gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
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}
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gScene = new CustomScene;
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#ifdef BENCHMARK_MODE
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{
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SnippetUtils::BasicRandom rnd(42);
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PxVec3 v;
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const float coeff = 30.0f;
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for(int i=0;i<1000;i++)
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{
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rnd.unitRandomPt(v); v*=coeff;
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gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(v+PxVec3(0.0f, 0.0f, 0.0f)));
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rnd.unitRandomPt(v); v*=coeff;
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gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(v+PxVec3(4.0f, 0.0f, 0.0f)));
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rnd.unitRandomPt(v); v*=coeff;
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gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(v+PxVec3(-4.0f, 0.0f, 0.0f)));
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rnd.unitRandomPt(v); v*=coeff;
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gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(v+PxVec3(0.0f, 0.0f, 4.0f)));
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rnd.unitRandomPt(v); v*=coeff;
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gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(v+PxVec3(0.0f, 0.0f, -4.0f)));
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}
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}
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#else
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{
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gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)));
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gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 0.0f, 0.0f)));
|
||
|
|
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 0.0f, 0.0f)));
|
||
|
|
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(PxVec3(0.0f, 0.0f, 4.0f)));
|
||
|
|
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(PxVec3(0.0f, 0.0f, -4.0f)));
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
gScene->createBVH();
|
||
|
|
|
||
|
|
initScene();
|
||
|
|
}
|
||
|
|
|
||
|
|
void stepPhysics(bool /*interactive*/)
|
||
|
|
{
|
||
|
|
}
|
||
|
|
|
||
|
|
void cleanupPhysics(bool /*interactive*/)
|
||
|
|
{
|
||
|
|
releaseScene();
|
||
|
|
|
||
|
|
PX_RELEASE(gScene);
|
||
|
|
PX_RELEASE(gConvexMesh);
|
||
|
|
PX_RELEASE(gFoundation);
|
||
|
|
|
||
|
|
printf("SnippetFrustumQuery done.\n");
|
||
|
|
}
|
||
|
|
|
||
|
|
void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/)
|
||
|
|
{
|
||
|
|
/* if(key >= 1 && key <= gScenarioCount)
|
||
|
|
{
|
||
|
|
gScenario = key - 1;
|
||
|
|
releaseScene();
|
||
|
|
initScene();
|
||
|
|
}
|
||
|
|
|
||
|
|
if(key == 'r' || key == 'R')
|
||
|
|
{
|
||
|
|
releaseScene();
|
||
|
|
initScene();
|
||
|
|
}*/
|
||
|
|
}
|
||
|
|
|
||
|
|
int snippetMain(int, const char*const*)
|
||
|
|
{
|
||
|
|
printf("Frustum query snippet.\n");
|
||
|
|
|
||
|
|
#ifdef RENDER_SNIPPET
|
||
|
|
extern void renderLoop();
|
||
|
|
renderLoop();
|
||
|
|
#else
|
||
|
|
static const PxU32 frameCount = 100;
|
||
|
|
initPhysics(false);
|
||
|
|
for(PxU32 i=0; i<frameCount; i++)
|
||
|
|
stepPhysics(false);
|
||
|
|
cleanupPhysics(false);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|