// 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 #include "PxPhysicsAPI.h" #include "../snippetrender/SnippetRender.h" #include "../snippetrender/SnippetCamera.h" #include "SnippetDeformableSurfaceSkinning.h" using namespace physx; extern void initPhysics(bool interactive); extern void stepPhysics(bool interactive); extern void cleanupPhysics(bool interactive); extern PxArray gDeformableSurfaces; extern PxArray gSkinnedMeshes; extern BasePostSolveCallback* gSkinning; 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); const PxVec3 rcaColor2(0.8f * 0.75f, 0.8f * 0.75f, 0.5f * 0.75f); PxScene* scene; PxGetPhysics().getScenes(&scene,1); PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC); if(nbActors) { std::vector 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); } gSkinning->synchronize(); for (PxU32 i = 0; i < gDeformableSurfaces.size(); i++) { SkinnedMesh& skinnedMesh = gSkinnedMeshes[i]; const PxVec3* skinnedVertices = gSkinning->getSkinnedVertices(i); Snippets::renderMesh(PxU32(skinnedMesh.mVertices.size()), skinnedVertices, PxU32(skinnedMesh.mTriangles.size()) / 3, &skinnedMesh.mTriangles[0], rcaColor, NULL, false); Snippets::renderMesh(PxU32(skinnedMesh.mVertices.size()), skinnedVertices, PxU32(skinnedMesh.mTriangles.size()) / 3, &skinnedMesh.mTriangles[0], rcaColor, NULL, true); DeformableSurface* c = &gDeformableSurfaces[i]; Snippets::renderMesh(c->mTriangleMesh->getNbVertices(), c->mPositionsInvMass, c->mTriangleMesh->getNbTriangles(), c->mTriangleMesh->getTriangles(), c->mTriangleMesh->getTriangleMeshFlags() & PxTriangleMeshFlag::e16_BIT_INDICES, rcaColor2, NULL, false, true); Snippets::renderMesh(c->mTriangleMesh->getNbVertices(), c->mPositionsInvMass, c->mTriangleMesh->getNbTriangles(), c->mTriangleMesh->getTriangles(), c->mTriangleMesh->getTriangleMeshFlags() & PxTriangleMeshFlag::e16_BIT_INDICES, rcaColor2, NULL, true, true); } Snippets::showFPS(); Snippets::finishRender(); } void cleanup() { delete sCamera; cleanupPhysics(true); } void exitCallback() { } } void renderLoop() { sCamera = new Snippets::Camera(PxVec3(15.0f, 10.0f, 15.0f), PxVec3(-0.6f, -0.2f, -0.6f)); Snippets::setupDefault("PhysX Snippet Deformable Surface Skinning", sCamera, NULL, renderCallback, exitCallback); initPhysics(true); Snippets::initFPS(); glutMainLoop(); cleanup(); } #endif