// 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); bool isTrigger(const PxFilterData& data); bool isTriggerShape(PxShape* shape); namespace { Snippets::Camera* sCamera; class MyTriggerRender : public Snippets::TriggerRender { public: virtual bool isTrigger(physx::PxShape* shape) const { return ::isTriggerShape(shape); } }; void renderCallback() { stepPhysics(true); if(0) { PxVec3 camPos = sCamera->getEye(); PxVec3 camDir = sCamera->getDir(); printf("camPos: (%ff, %ff, %ff)\n", double(camPos.x), double(camPos.y), double(camPos.z)); printf("camDir: (%ff, %ff, %ff)\n", double(camDir.x), double(camDir.y), double(camDir.z)); } 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); MyTriggerRender tr; Snippets::renderActors(&actors[0], static_cast(actors.size()), true, PxVec3(0.0f, 0.75f, 0.0f), &tr); } Snippets::finishRender(); } void exitCallback() { delete sCamera; cleanupPhysics(true); } } void renderLoop() { sCamera = new Snippets::Camera(PxVec3(8.757190f, 12.367847f, 23.541956f), PxVec3(-0.407947f, -0.042438f, -0.912019f)); Snippets::setupDefault("PhysX Snippet Triggers", sCamera, keyPress, renderCallback, exitCallback); initPhysics(true); glutMainLoop(); } #endif