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March 7, 2015 01:11
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,188 @@ #include "ofApp.h" using namespace physx; #define actorFlags PxActorTypeSelectionFlag::eRIGID_DYNAMIC | PxActorTypeSelectionFlag::eRIGID_STATIC PxDefaultAllocator defaultAllocator; PxDefaultErrorCallback defaultErrorCallback; const PxReal extent = 4; const PxReal halfExtent = extent * 0.5; const PxU32 size = 80; //-------------------------------------------------------------- void ofApp::setup(){ foundation = PxCreateFoundation(PX_PHYSICS_VERSION, defaultAllocator, defaultErrorCallback); physics = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, PxTolerancesScale()); dispatcher = PxDefaultCpuDispatcherCreate(4); PxSceneDesc sceneDesc(physics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0, -100, 0); sceneDesc.cpuDispatcher = dispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; scene = physics->createScene(sceneDesc); material = physics->createMaterial(0.5, 0.4, 0.4); // material = physics->createMaterial(0.5, 0.4, 1.1); party mode boxPrimitive.setUseVbo(true); boxPrimitive.set(extent, extent, extent, 1, 1, 1); doPhysics = true; keyPressed(' '); cam.setPosition(-175, 15, 50); cam.lookAt(ofVec3f(0, 0, 0)); lightNode.setParent(cam); lightNode.setPosition(0, 0, 0); shader.load("shader"); physicsSpeed = 1; ofSetFrameRate(60); ofSetVerticalSync(true); ofEnableDepthTest(); ofEnableAlphaBlending(); } //-------------------------------------------------------------- void ofApp::update(){ float now = ofGetElapsedTimef(); if(ofGetFrameNum() > 1) { scene->simulate(now - lastRender); scene->fetchResults(true); } lastRender = now; } //-------------------------------------------------------------- void ofApp::draw(){ ofBackgroundGradient(ofColor::darkGray * 0.3, ofColor::darkGray * 0.05); float t = ofGetElapsedTimef(); cam.begin(); shader.begin(); ofFloatColor c = ofColor::aquamarine; shader.setUniform3f("brushColor", c.r, c.g, c.b); ofFloatColor a = ofColor::aqua * 0.2; shader.setUniform3f("ambient", a.r, a.g, a.b); float reflectivity = 0.9; float intensity = 0.9; ofVec3f lightVec = lightNode.getGlobalPosition(); shader.setUniform4f("lightPosition", lightVec.x, lightVec.y, lightVec.z, 1.0); shader.setUniform3f("lightReflectivity", reflectivity, reflectivity, reflectivity); shader.setUniform3f("lightIntensity", intensity, intensity, intensity); shader.setUniform1f("t", t); PxU32 actorCount = scene->getNbActors(actorFlags); vector<PxRigidActor*> actors(actorCount); if(actorCount) { scene->getActors(actorFlags, (PxActor**)&actors[0], actorCount); for(PxRigidActor * actor : actors) { PxU32 numShapes = actor->getNbShapes(); vector<PxShape*> shapes(numShapes); actor->getShapes(&shapes[0], numShapes); for(PxShape * shape : shapes) { const PxMat44 shapePose(PxShapeExt::getGlobalPose(*shape, *actor)); ofMatrix4x4 modelMat((float *)&shapePose); ofMatrix3x3 normalMat(modelMat._mat[0].x,modelMat._mat[0].y,modelMat._mat[0].z, modelMat._mat[1].x,modelMat._mat[1].y,modelMat._mat[1].z, modelMat._mat[2].x,modelMat._mat[2].y,modelMat._mat[2].z); normalMat.invert(); normalMat.transpose(); shader.setUniformMatrix3f("normalMatrix", normalMat); shader.setUniformMatrix4f("modelMatrix", modelMat); boxPrimitive.getMesh().draw(); } } } shader.end(); cam.end(); ofDrawBitmapStringHighlight(ofToString((int)ofGetFrameRate()), ofVec2f(20, 20)); } //-------------------------------------------------------------- void ofApp::keyPressed(int key){ if(key == ' ') { PxU32 actorCount = scene->getNbActors(actorFlags); vector<PxRigidActor*> actors(actorCount); scene->getActors(actorFlags, (PxActor**)&actors[0], actorCount); scene->removeActors((PxActor **)&actors[0], actorCount); PxRigidStatic * groundPlane = PxCreatePlane(*physics, PxPlane(0, 1, 0, 0), *material); scene->addActor(*groundPlane); PxTransform t(PxVec3(0,100,0)); PxShape* shape = physics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *material); int count = 0; for(PxU32 i=0; i<size;i++) { for(PxU32 j=0;j<size-i;j++) { PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent); PxRigidDynamic* body = physics->createRigidDynamic(t.transform(localTm)); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 1.0f); scene->addActor(*body); count++; } } shape->release(); cout << count << endl; } else if(key == 'v') { doPhysics = !doPhysics; } } //-------------------------------------------------------------- void ofApp::keyReleased(int key){ } //-------------------------------------------------------------- void ofApp::mouseMoved(int x, int y ){ } //-------------------------------------------------------------- void ofApp::mouseDragged(int x, int y, int button){ } //-------------------------------------------------------------- void ofApp::mousePressed(int x, int y, int button){ } //-------------------------------------------------------------- void ofApp::mouseReleased(int x, int y, int button){ } //-------------------------------------------------------------- void ofApp::windowResized(int w, int h){ } //-------------------------------------------------------------- void ofApp::gotMessage(ofMessage msg){ } //-------------------------------------------------------------- void ofApp::dragEvent(ofDragInfo dragInfo){ } This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,42 @@ #pragma once #include "ofMain.h" #include "ofxGrabCam.h" #define _DEBUG #include "PxPhysicsAPI.h" #undef _DEBUG class ofApp : public ofBaseApp{ public: void setup(); void update(); void draw(); void keyPressed(int key); void keyReleased(int key); void mouseMoved(int x, int y ); void mouseDragged(int x, int y, int button); void mousePressed(int x, int y, int button); void mouseReleased(int x, int y, int button); void windowResized(int w, int h); void dragEvent(ofDragInfo dragInfo); void gotMessage(ofMessage msg); physx::PxFoundation * foundation; physx::PxPhysics * physics; physx::PxDefaultCpuDispatcher * dispatcher; physx::PxScene * scene; physx::PxMaterial * material; float lastRender; ofxGrabCam cam; ofShader shader; ofNode lightNode; ofBoxPrimitive boxPrimitive; bool doPhysics; float physicsSpeed; };