// 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); namespace { Snippets::Camera* sCamera; void renderCallback() { stepPhysics(true); Snippets::startRender(sCamera); const PxVec3 dynLinkColor(1.0f, 0.5f, 0.25f); const PxVec3 baseLinkColor(0.5f, 0.25f, 1.0f); PxScene* scene; PxGetPhysics().getScenes(&scene,1); PxU32 nbArticulations = scene->getNbArticulations(); for(PxU32 i=0;igetArticulations(&articulation, 1, i); const PxU32 nbLinks = articulation->getNbLinks(); PxArray links(nbLinks); articulation->getLinks(&links[0], nbLinks); PxReal colorScale = 1.0f; if(articulation->isSleeping()) colorScale = 0.4f; const PxU32 numLinks = static_cast(links.size()); Snippets::renderActors(reinterpret_cast(&links[0]), 1, true, colorScale * baseLinkColor); Snippets::renderActors(reinterpret_cast(&links[1]), numLinks - 1, true, colorScale * dynLinkColor); } Snippets::finishRender(); } void exitCallback() { delete sCamera; cleanupPhysics(true); } } void renderLoop() { const PxVec3 camEye(3.3f, 2.95f, 3.2f); const PxVec3 camDir(-0.5f, -0.078f, -0.86f); sCamera = new Snippets::Camera(camEye, camDir); Snippets::setupDefault("PhysX Snippet Articulation Fixed Tendon", sCamera, NULL, renderCallback, exitCallback); initPhysics(true); glutMainLoop(); } #endif