154 lines
4.6 KiB
C++
154 lines
4.6 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 "PxImmediateMode.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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using namespace immediate;
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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 PxU32 getNbGeoms();
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extern const PxGeometryHolder* getGeoms();
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extern const PxTransform* getGeomPoses();
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extern PxU32 getNbContacts();
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extern const PxContactPoint* getContacts();
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extern PxU32 getNbArticulations();
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extern PxArticulationHandle* getArticulations();
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extern PxU32 getNbBounds();
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extern const PxBounds3* getBounds();
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extern void renderText();
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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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/* if(0)
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{
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PxVec3 camPos = sCamera->getEye();
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PxVec3 camDir = sCamera->getDir();
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printf("camPos: (%ff, %ff, %ff)\n", camPos.x, camPos.y, camPos.z);
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printf("camDir: (%ff, %ff, %ff)\n", camDir.x, camDir.y, camDir.z);
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}*/
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Snippets::startRender(sCamera);
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const PxVec3 color(0.6f, 0.8f, 1.0f);
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// const PxVec3 color(0.75f, 0.75f, 1.0f);
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// const PxVec3 color(1.0f);
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Snippets::renderGeoms(getNbGeoms(), getGeoms(), getGeomPoses(), true, color);
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/* PxU32 getNbGeoms();
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const PxGeometry* getGeoms();
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const PxTransform* getGeomPoses();
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Snippets::renderGeoms(getNbGeoms(), getGeoms(), getGeomPoses(), true, PxVec3(1.0f));*/
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/* PxBoxGeometry boxGeoms[10];
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for(PxU32 i=0;i<10;i++)
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boxGeoms[i].halfExtents = PxVec3(1.0f);
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PxTransform poses[10];
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for(PxU32 i=0;i<10;i++)
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{
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poses[i] = PxTransform(PxIdentity);
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poses[i].p.y += 1.5f;
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poses[i].p.x = float(i)*2.5f;
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}
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Snippets::renderGeoms(10, boxGeoms, poses, true, PxVec3(1.0f));*/
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if(1)
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{
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const PxU32 nbContacts = getNbContacts();
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const PxContactPoint* contacts = getContacts();
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for(PxU32 j=0;j<nbContacts;j++)
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{
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Snippets::DrawFrame(contacts[j].point, 1.0f);
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}
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}
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if(0)
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{
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const PxU32 nbArticulations = getNbArticulations();
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PxArticulationHandle* articulations = getArticulations();
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for(PxU32 j=0;j<nbArticulations;j++)
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{
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immediate::PxArticulationLinkDerivedDataRC data[64];
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const PxU32 nbLinks = immediate::PxGetAllLinkData(articulations[j], data);
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for(PxU32 i=0;i<nbLinks;i++)
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{
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Snippets::DrawFrame(data[i].pose.p, 1.0f);
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}
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}
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}
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const PxBounds3* bounds = getBounds();
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const PxU32 nbBounds = getNbBounds();
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for(PxU32 i=0;i<nbBounds;i++)
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{
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Snippets::DrawBounds(bounds[i]);
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}
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renderText();
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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(8.526230f, 5.546278f, 5.448466f),
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PxVec3(-0.784231f, -0.210605f, -0.583632f));
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Snippets::setupDefault("PhysX Snippet Immediate Articulation", sCamera, keyPress, renderCallback, exitCallback);
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initPhysics(true);
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glutMainLoop();
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}
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#endif
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