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@admsyn
Created March 7, 2015 01:11
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Physx in OF test (pyramid drop)
#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){
}
#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;
};
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