// Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifdef RENDER_SNIPPET #include "PxPhysicsAPI.h" #include "../snippetrender/SnippetRender.h" #include "../snippetrender/SnippetCamera.h" #include "../snippetutils/SnippetUtils.h" using namespace physx; extern void initPhysics(bool interactive); extern void stepPhysics(bool interactive); extern void cleanupPhysics(bool interactive); extern void keyPress(unsigned char key, const PxTransform& camera); extern void renderScene(); namespace { Snippets::Camera* sCamera; void renderCallback() { stepPhysics(true); Snippets::startRender(sCamera); // PxVec3 camPos = sCamera->getEye(); // PxVec3 camDir = sCamera->getDir(); // printf("camPos: (%ff, %ff, %ff)\n", camPos.x, camPos.y, camPos.z); // printf("camDir: (%ff, %ff, %ff)\n", camDir.x, camDir.y, camDir.z); renderScene(); Snippets::finishRender(); } void exitCallback() { delete sCamera; cleanupPhysics(true); } } void renderLoop() { // sCamera = new Snippets::Camera(PxVec3(5.330070f, 5.598980f, -7.194576f), PxVec3(-0.436862f, -0.552957f, 0.709500f)); // sCamera = new Snippets::Camera(PxVec3(-2.840040f, 2.347654f, -6.658016f), PxVec3(0.361939f, -0.232584f, 0.902721f)); sCamera = new Snippets::Camera(PxVec3(-6.085999f, 4.210001f, 4.160744f), PxVec3(0.694034f, -0.479131f, -0.537355f)); Snippets::setupDefault("PhysX Snippet PathTracing", sCamera, keyPress, renderCallback, exitCallback); initPhysics(true); glutMainLoop(); } #endif