115 lines
3.6 KiB
C++
115 lines
3.6 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 "../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 const PxGeometry& getTestGeometry();
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extern PxU32 getNbPoints();
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extern PxVec3 getPoint(PxU32 i);
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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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Snippets::startRender(sCamera);
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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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const PxVec3 color(1.0f, 0.5f, 0.25f);
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const PxGeometry& geom = getTestGeometry();
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const PxGeometryHolder gh(geom);
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static float time = 0.0f;
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time += 0.003f;
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const PxQuat qx = PxGetRotXQuat(time);
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const PxQuat qy = PxGetRotYQuat(time*1.7f);
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const PxQuat qz = PxGetRotZQuat(time*1.33f);
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const PxTransform pose(PxVec3(0.0f), qx*qy*qz);
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Snippets::renderGeoms(1, &gh, &pose, false, color);
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const PxVec3 lineColor(1.0f);
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const PxU32 nbQueries = getNbPoints();
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for(PxU32 i=0;i<nbQueries;i++)
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{
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const PxVec3 pt = getPoint(i);
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PxVec3 cp;
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float d2 = PxGeometryQuery::pointDistance(pt, geom, pose, &cp);
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(void)d2;
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Snippets::DrawLine(pt, cp, lineColor);
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Snippets::DrawFrame(pt, 0.1f);
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Snippets::DrawFrame(cp, 0.1f);
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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(-1.301793f, 2.118334f, 7.282349f), PxVec3(0.209045f, -0.311980f, -0.926806f));
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Snippets::setupDefault("PhysX Snippet PointDistanceQuery", 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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