103 lines
3.5 KiB
C++
103 lines
3.5 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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bool isTrigger(const PxFilterData& data);
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bool isTriggerShape(PxShape* shape);
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namespace
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{
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Snippets::Camera* sCamera;
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class MyTriggerRender : public Snippets::TriggerRender
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{
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public:
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virtual bool isTrigger(physx::PxShape* shape) const
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{
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return ::isTriggerShape(shape);
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}
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};
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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", double(camPos.x), double(camPos.y), double(camPos.z));
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printf("camDir: (%ff, %ff, %ff)\n", double(camDir.x), double(camDir.y), double(camDir.z));
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}
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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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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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MyTriggerRender tr;
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Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true, PxVec3(0.0f, 0.75f, 0.0f), &tr);
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}
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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(8.757190f, 12.367847f, 23.541956f), PxVec3(-0.407947f, -0.042438f, -0.912019f));
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Snippets::setupDefault("PhysX Snippet Triggers", 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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