// 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 void keyPress(unsigned char key, const PxTransform& camera); extern void debugRender(); 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) { const PxVec3 dynColor(1.0f, 0.5f, 0.25f); 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); } debugRender(); Snippets::finishRender(); } void exitCallback() { delete sCamera; cleanupPhysics(true); } } void renderLoop() { sCamera = new Snippets::Camera(PxVec3(30.0f, 30.0f, 30.0f), PxVec3(-0.6f, -0.5f, -0.6f)); Snippets::setupDefault("PhysX Snippet CustomGeometryQueries", sCamera, keyPress, renderCallback, exitCallback); initPhysics(true); glutMainLoop(); } static void PxVertex3f(const PxVec3& v) { ::glVertex3f(v.x, v.y, v.z); }; static void PxScalef(const PxVec3& v) { ::glScalef(v.x, v.y, v.z); }; void renderRaycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxRaycastHit* hit) { glDisable(GL_LIGHTING); if (hit) { glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glBegin(GL_LINES); PxVertex3f(origin); PxVertex3f(origin + unitDir * hit->distance); PxVertex3f(hit->position); PxVertex3f(hit->position + hit->normal); glEnd(); } else { glColor4f(0.6f, 0.0f, 0.0f, 1.0f); glBegin(GL_LINES); PxVertex3f(origin); PxVertex3f(origin + unitDir * maxDist); glEnd(); } glEnable(GL_LIGHTING); } void renderSweepBox(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxVec3& halfExtents, const PxSweepHit* hit) { glDisable(GL_LIGHTING); if (hit) { glColor4f(0.0f, 0.6f, 0.0f, 1.0f); glBegin(GL_LINES); PxVertex3f(origin); PxVertex3f(origin + unitDir * hit->distance); PxVertex3f(hit->position); PxVertex3f(hit->position + hit->normal); glEnd(); PxTransform boxPose(origin + unitDir * hit->distance); PxMat44 boxMat(boxPose); glPushMatrix(); glMultMatrixf(&boxMat.column0.x); PxScalef(halfExtents * 2); glutWireCube(1); glPopMatrix(); } else { glColor4f(0.0f, 0.3f, 0.0f, 1.0f); glBegin(GL_LINES); PxVertex3f(origin); PxVertex3f(origin + unitDir * maxDist); glEnd(); } glEnable(GL_LIGHTING); } void renderOverlapBox(const PxVec3& origin, const PxVec3& halfExtents, bool hit) { glDisable(GL_LIGHTING); if (hit) { glColor4f(0.0f, 0.0f, 1.0f, 1.0f); PxTransform boxPose(origin); PxMat44 boxMat(boxPose); glPushMatrix(); glMultMatrixf(&boxMat.column0.x); PxScalef(halfExtents * 2); glutWireCube(1); glPopMatrix(); } else { glColor4f(0.0f, 0.0f, 0.6f, 1.0f); PxTransform boxPose(origin); PxMat44 boxMat(boxPose); glPushMatrix(); glMultMatrixf(&boxMat.column0.x); PxScalef(halfExtents * 2); glutWireCube(1); glPopMatrix(); } glEnable(GL_LIGHTING); } #endif