// 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); extern PxArray gContactPositions; extern PxArray gContactImpulses; extern PxArray gContactSphereActorPositions; PxArray gContactVertices; namespace { Snippets::Camera* sCamera; void renderCallback() { stepPhysics(true); Snippets::startRender(sCamera); 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); } if(gContactPositions.size()) { gContactVertices.clear(); for(PxU32 i=0; i < gContactPositions.size(); i++) { gContactVertices.pushBack(gContactPositions[i]); gContactVertices.pushBack(gContactPositions[i]-gContactImpulses[i]*0.0001f); } glDisable(GL_LIGHTING); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, &gContactVertices[0]); glDrawArrays(GL_LINES, 0, GLint(gContactVertices.size())); glDisableClientState(GL_VERTEX_ARRAY); glEnable(GL_LIGHTING); } if(gContactSphereActorPositions.size()) { gContactVertices.clear(); for(PxU32 i=0; i < gContactSphereActorPositions.size() - 1; i++) { gContactVertices.pushBack(gContactSphereActorPositions[i]); gContactVertices.pushBack(gContactSphereActorPositions[i+1]); } glDisable(GL_LIGHTING); glColor4f(1.0f, 1.0f, 0.0f, 1.0f); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, &gContactVertices[0]); glDrawArrays(GL_LINES, 0, GLint(gContactVertices.size())); glDisableClientState(GL_VERTEX_ARRAY); glEnable(GL_LIGHTING); } Snippets::finishRender(); } void exitCallback() { delete sCamera; gContactVertices.reset(); cleanupPhysics(true); } } void renderLoop() { sCamera = new Snippets::Camera(PxVec3(-1.5f, 6.0f, 14.0f), PxVec3(-0.1f,0.0f,-0.7f)); Snippets::setupDefault("PhysX Snippet ContactReport CCD", sCamera, NULL, renderCallback, exitCallback); initPhysics(true); glutMainLoop(); } #endif