// 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" using namespace physx; extern void initPhysics(bool interactive); extern void stepPhysics(bool interactive); extern void cleanupPhysics(bool interactive); namespace { Snippets::Camera* sCamera; void renderCallback() { stepPhysics(true); Snippets::startRender(sCamera); const PxVec3 dynColor(1.0f, 0.5f, 0.25f); const PxVec3 rcaColor(0.6f*0.75f, 0.8f*0.75f, 1.0f*0.75f); PxScene* scene; PxGetPhysics().getScenes(&scene,1); PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC); if(nbActors) { PxArray actors(nbActors); scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast(&actors[0]), nbActors); Snippets::renderActors(&actors[0], static_cast(actors.size()), true, dynColor); } PxU32 nbArticulations = scene->getNbArticulations(); for(PxU32 i=0;igetArticulations(&articulation, 1, i); const PxU32 nbLinks = articulation->getNbLinks(); PxArray links(nbLinks); articulation->getLinks(&links[0], nbLinks); Snippets::renderActors(reinterpret_cast(&links[0]), static_cast(links.size()), true, rcaColor); } Snippets::finishRender(); } void exitCallback() { delete sCamera; cleanupPhysics(true); } } //const PxVec3 gCamEyeLift(8.605188f, 4.050591f, 0.145860f); //const PxVec3 gCamDirLift(-0.999581f, -0.026449f, 0.011790f); const PxVec3 gCamEyeLift(-5.858525f, 6.079476f, 1.546743f); const PxVec3 gCamDirLift(0.927923f, -0.356565f, -0.108720f); void renderLoop() { sCamera = new Snippets::Camera(gCamEyeLift, gCamDirLift); Snippets::setupDefault("PhysX Snippet RC Articulation", sCamera, NULL, renderCallback, exitCallback); initPhysics(true); glutMainLoop(); } #endif