2. PhysX Windows

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main.cpp Source
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Main.CPP File: Now that we have our workspace setup for coding with the PhysX SDK, lets get a basic program up and running that incorporates OpenGL. I am going to start off with a base OpenGL program with a display function and reshape function, and the base GLUT code in our main function. The base of this program looks simply like this: #include <GL\glut.h> #include <GL\gl.h> void display(void){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glLoadIdentity();
glutSwapBuffers(); } void reshape(int w, int h){
if (h == 0) h = 1;
glViewport(0,0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)w / (GLfloat)h, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("Physics");
glutDisplayFunc(display); glutIdleFunc(display); glutReshapeFunc(reshape); glutMainLoop(); return 0; } So lets go ahead and create a function to initialise our PhysX SDK with. I am going to call this initNX. This is going to contain the code from the previous tutorial for Physics SDK: bool initNX(void){
gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION);
return gPhysicsSDK != NULL;
}
Now that we have initialised the PhysX SDK, lets go ahead and create a cleanup function which I am going to call deinitNX: void deinitNX(void){
if (gPhysicsSDK != NULL) {
gPhysicsSDK->release();
gPhysicsSDK = NULL;
}
}
These functions are going to be called from inside our main function: int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("Physics");
initNX(); glutDisplayFunc(display); glutIdleFunc(display); glutReshapeFunc(reshape); glutMainLoop(); deinitNX(); return 0; } In my opinion, this is looking much neater and much more like a program than the last tutorial. So next up we are going to create a virtual scene for our physics calculations to take place. Check it out here. #include <cstdlib>
#include <stdio.h>
#include <GL/glut.h>
#include <GL/gl.h>
#define NOMINMAX
#include <windows.h>
#include <Physics/include/NxPhysics.h>
#pragma comment(lib, "PhysXLoader.lib")
#pragma comment(lib, "NxCharacter.lib")
#pragma comment(lib, "NxCooking.lib")
#pragma comment(lib, "NxExtensions.lib")
static NxPhysicsSDK *gPhysicsSDK = NULL;
void deinitNX(void) {
if (gPhysicsSDK != NULL) {
gPhysicsSDK->release();
gPhysicsSDK = NULL;
}
}
bool initNX(void) {
gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION);
if (gPhysicsSDK == NULL) {
return false;
}
return true;
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glLoadIdentity();
glutSwapBuffers();
}
void reshape(int w, int h) {
if (h == 0) h = 1;
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)w / (GLfloat)h, 0.1, 100.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("Physics");
glEnable(GL_DEPTH_TEST);
if (!initNX()) {
return 1;
}
std::atexit(deinitNX);
glutDisplayFunc(display);
glutIdleFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
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Questions or corrections? If something doesn’t work or you spot something I’ve got wrong, leave a comment below. These tutorials have been around a long time, so useful corrections are always welcome!