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XCEngine/engine/third_party/physx/snippets/snippetmultipruners/SnippetMultiPrunersRender.cpp

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// 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"
#include "../snippetutils/SnippetUtils.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 renderScene();
namespace
{
Snippets::Camera* sCamera;
void renderCallback()
{
stepPhysics(true);
Snippets::startRender(sCamera);
// 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);
renderScene();
Snippets::finishRender();
}
void exitCallback()
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(-1.301793f, 2.118334f, 7.282349f), PxVec3(0.209045f, -0.311980f, -0.926806f));
Snippets::setupDefault("PhysX Snippet Multi Pruners", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
glutMainLoop();
}
#endif