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@@ -1486,69 +1486,73 @@ void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F
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void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color )
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{
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- VectorF uvec = tipPnt - basePnt;
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- F32 height = uvec.len();
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- uvec.normalize();
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- MatrixF mat( true );
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- MathUtils::getMatrixFromUpVector( uvec, &mat );
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- mat.setPosition(basePnt);
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+ VectorF dir = tipPnt - basePnt;
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+ F32 height = dir.len();
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+ dir.normalize();
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- Point3F scale( baseRadius, baseRadius, height );
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- mat.scale(scale);
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+ MatrixF mat(true);
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+ MathUtils::getMatrixFromUpVector(dir, &mat);
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+ mat.setPosition(basePnt);
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+ mat.scale(Point3F(baseRadius, baseRadius, height));
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GFXTransformSaver saver;
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-
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mDevice->pushWorldMatrix();
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mDevice->multWorld(mat);
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- S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
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- GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 3 + 2, GFXBufferTypeVolatile);
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+ const S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
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+
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+ // Vertex index layout
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+ const S32 baseCenterIdx = 0;
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+ const S32 baseStartIdx = 1;
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+ const S32 tipIdx = baseStartIdx + numPoints;
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+ const S32 sideStartIdx = tipIdx + 1;
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+
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+ const S32 totalVerts = sideStartIdx + numPoints * 3;
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+
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+ GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, totalVerts, GFXBufferTypeVolatile);
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verts.lock();
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- F32 sign = -1.f;
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- S32 indexDown = 0; //counting down from numPoints
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- S32 indexUp = 0; //counting up from 0
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- S32 index = 0; //circlePoints index for cap
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- for (S32 i = 0; i < numPoints + 1; i++)
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+ // Base center vertex (at origin in local space)
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+ verts[baseCenterIdx].point = Point3F(0, 0, 0);
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+ verts[baseCenterIdx].color = color;
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+
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+ // Base circle vertices
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+ for (S32 i = 0; i < numPoints; i++)
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{
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- //Top cap
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- if (i != numPoints)
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- {
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- if (sign < 0)
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- index = indexDown;
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- else
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- index = indexUp;
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+ verts[baseStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 0);
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+ verts[baseStartIdx + i].color = color;
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+ }
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- verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
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- verts[i].color = color;
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+ // Tip vertex (pointing "up" in local Z)
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+ verts[tipIdx].point = Point3F(0, 0, 1);
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+ verts[tipIdx].color = color;
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- if (sign < 0)
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- indexUp += 1;
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- else
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- indexDown = numPoints - indexUp;
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+ // Side triangles: one triangle per segment
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+ for (S32 i = 0; i < numPoints; i++)
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+ {
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+ S32 triBase = sideStartIdx + i * 3;
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- // invert sign
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- sign *= -1.0f;
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- }
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+ // Each triangle is (tip, base[i], base[(i+1)%numPoints])
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+ verts[triBase + 0].point = verts[tipIdx].point;
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+ verts[triBase + 1].point = verts[baseStartIdx + i].point;
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+ verts[triBase + 2].point = verts[baseStartIdx + ((i + 1) % numPoints)].point;
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- //cone
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- S32 imod = i % numPoints;
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- S32 vertindex = 2 * i + numPoints;
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- verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
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- verts[vertindex].color = color;
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- verts[vertindex + 1].point = Point3F(0.0f, 0.0f, 1.0f);
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- verts[vertindex + 1].color = color;
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+ verts[triBase + 0].color = color;
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+ verts[triBase + 1].color = color;
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+ verts[triBase + 2].color = color;
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}
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verts.unlock();
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- mDevice->setStateBlockByDesc( desc );
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-
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- mDevice->setVertexBuffer( verts );
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+ mDevice->setStateBlockByDesc(desc);
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+ mDevice->setVertexBuffer(verts);
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mDevice->setupGenericShaders();
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- mDevice->drawPrimitive(GFXTriangleStrip, 0, numPoints - 2);
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- mDevice->drawPrimitive(GFXTriangleStrip, numPoints, numPoints * 2);
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+ // Draw base cap using triangle fan
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+ mDevice->drawPrimitive(GFXTriangleList, baseCenterIdx, numPoints - 2);
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+
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+ // Draw sides using triangle list
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+ mDevice->drawPrimitive(GFXTriangleList, sideStartIdx, numPoints);
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mDevice->popWorldMatrix();
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@@ -1556,71 +1560,89 @@ void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePn
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void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 radius, const ColorI &color )
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{
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- VectorF uvec = tipPnt - basePnt;
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- F32 height = uvec.len();
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- uvec.normalize();
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- MatrixF mat( true );
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- MathUtils::getMatrixFromUpVector( uvec, &mat );
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+ VectorF dir = tipPnt - basePnt;
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+ F32 height = dir.len();
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+ dir.normalize();
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+
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+ MatrixF mat(true);
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+ MathUtils::getMatrixFromUpVector(dir, &mat);
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mat.setPosition(basePnt);
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+ mat.scale(Point3F(radius, radius, height));
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- Point3F scale( radius, radius, height * 2 );
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- mat.scale(scale);
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GFXTransformSaver saver;
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-
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mDevice->pushWorldMatrix();
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mDevice->multWorld(mat);
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- S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
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- GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints *4 + 2, GFXBufferTypeVolatile);
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+ const S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
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+
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+ // Vertex index layout
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+ const S32 baseCenterIdx = 0;
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+ const S32 topCenterIdx = 1;
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+ const S32 baseStartIdx = 2;
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+ const S32 topStartIdx = baseStartIdx + numPoints;
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+ const S32 sideStartIdx = topStartIdx + numPoints;
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+
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+ const S32 totalVerts = sideStartIdx + numPoints * 6;
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+
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+ GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, totalVerts, GFXBufferTypeVolatile);
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verts.lock();
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- F32 sign = -1.f;
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- S32 indexDown = 0; //counting down from numPoints
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- S32 indexUp = 0; //counting up from 0
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- S32 index = 0; //circlePoints index for caps
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- for (S32 i = 0; i < numPoints + 1; i++)
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+ // Base center
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+ verts[baseCenterIdx].point = Point3F(0, 0, 0);
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+ verts[baseCenterIdx].color = color;
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+
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+ // Top center
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+ verts[topCenterIdx].point = Point3F(0, 0, 1);
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+ verts[topCenterIdx].color = color;
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+
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+ // Base circle
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+ for (S32 i = 0; i < numPoints; ++i)
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{
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- //Top/Bottom cap
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- if (i != numPoints)
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- {
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- if (sign < 0)
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- index = indexDown;
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- else
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- index = indexUp;
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+ verts[baseStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 0);
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+ verts[baseStartIdx + i].color = color;
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+ }
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- verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
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- verts[i].color = color;
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- verts[i + numPoints].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0.5f);
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- verts[i + numPoints].color = color;
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+ // Top circle
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+ for (S32 i = 0; i < numPoints; ++i)
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+ {
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+ verts[topStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 1.0f);
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+ verts[topStartIdx + i].color = color;
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+ }
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- if (sign < 0)
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- indexUp += 1;
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- else
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- indexDown = numPoints - indexUp;
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+ // Side triangles
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+ for (S32 i = 0; i < numPoints; ++i)
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+ {
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+ S32 next = (i + 1) % numPoints;
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+ S32 idx = sideStartIdx + i * 6;
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- // invert sign
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- sign *= -1.0f;
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- }
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+ // First triangle (base[i], base[next], top[i])
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+ verts[idx + 0].point = verts[baseStartIdx + i].point;
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+ verts[idx + 1].point = verts[baseStartIdx + next].point;
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+ verts[idx + 2].point = verts[topStartIdx + i].point;
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- //cylinder
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- S32 imod = i % numPoints;
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- S32 vertindex = 2 * i + (numPoints * 2);
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- verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
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- verts[vertindex].color = color;
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- verts[vertindex + 1].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0.5f);
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- verts[vertindex + 1].color = color;
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+ // Second triangle (top[i], base[next], top[next])
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+ verts[idx + 3].point = verts[topStartIdx + i].point;
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+ verts[idx + 4].point = verts[baseStartIdx + next].point;
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+ verts[idx + 5].point = verts[topStartIdx + next].point;
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+
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+ for (int j = 0; j < 6; ++j)
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+ verts[idx + j].color = color;
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}
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verts.unlock();
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- mDevice->setStateBlockByDesc( desc );
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-
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- mDevice->setVertexBuffer( verts );
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+ mDevice->setStateBlockByDesc(desc);
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+ mDevice->setVertexBuffer(verts);
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mDevice->setupGenericShaders();
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- mDevice->drawPrimitive( GFXTriangleStrip, 0, numPoints-2 );
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- mDevice->drawPrimitive( GFXTriangleStrip, numPoints, numPoints - 2);
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- mDevice->drawPrimitive( GFXTriangleStrip, numPoints*2, numPoints * 2);
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+ // Draw base cap
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+ mDevice->drawPrimitive(GFXTriangleList, baseCenterIdx, numPoints - 2);
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+
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+ // Draw top cap
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+ mDevice->drawPrimitive(GFXTriangleList, topCenterIdx, numPoints - 2);
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+
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+ // Draw sides (2 triangles per segment)
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+ mDevice->drawPrimitive(GFXTriangleList, sideStartIdx, numPoints * 2);
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mDevice->popWorldMatrix();
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}
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