// 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 "PxImmediateMode.h" #include "../snippetrender/SnippetRender.h" #include "../snippetrender/SnippetCamera.h" using namespace physx; using namespace immediate; 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 PxU32 getNbGeoms(); extern const PxGeometryHolder* getGeoms(); extern const PxTransform* getGeomPoses(); extern PxU32 getNbContacts(); extern const PxContactPoint* getContacts(); extern PxU32 getNbArticulations(); extern PxArticulationHandle* getArticulations(); extern PxU32 getNbBounds(); extern const PxBounds3* getBounds(); extern void renderText(); namespace { Snippets::Camera* sCamera; void renderCallback() { stepPhysics(true); /* if(0) { 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); }*/ Snippets::startRender(sCamera); const PxVec3 color(0.6f, 0.8f, 1.0f); // const PxVec3 color(0.75f, 0.75f, 1.0f); // const PxVec3 color(1.0f); Snippets::renderGeoms(getNbGeoms(), getGeoms(), getGeomPoses(), true, color); /* PxU32 getNbGeoms(); const PxGeometry* getGeoms(); const PxTransform* getGeomPoses(); Snippets::renderGeoms(getNbGeoms(), getGeoms(), getGeomPoses(), true, PxVec3(1.0f));*/ /* PxBoxGeometry boxGeoms[10]; for(PxU32 i=0;i<10;i++) boxGeoms[i].halfExtents = PxVec3(1.0f); PxTransform poses[10]; for(PxU32 i=0;i<10;i++) { poses[i] = PxTransform(PxIdentity); poses[i].p.y += 1.5f; poses[i].p.x = float(i)*2.5f; } Snippets::renderGeoms(10, boxGeoms, poses, true, PxVec3(1.0f));*/ if(1) { const PxU32 nbContacts = getNbContacts(); const PxContactPoint* contacts = getContacts(); for(PxU32 j=0;j