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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/physics/bullet/btDebugDraw.h"
- #include "T3D/physics/bullet/btCasts.h"
- #include "gfx/gfxDevice.h"
- #include "math/util/frustum.h"
- #include "gfx/primBuilder.h"
- void BtDebugDraw::drawLine( const btVector3 &fromBt, const btVector3 &toBt, const btVector3 &color )
- {
- Point3F from = btCast<Point3F>( fromBt );
- Point3F to = btCast<Point3F>( toBt );
- // Cull first if we have a frustum.
- //F32 distSquared = ( mCuller->getPosition() - from ).lenSquared();
- //if ( mCuller && distSquared > ( 150 * 150 ) ) //!mCuller->clipSegment( from, to ) )
- //return;
- // Do we need to flush the builder?
- if ( mVertexCount + 2 >= 1000 )
- flush();
- // Are we starting a new primitive?
- if ( mVertexCount == 0 )
- PrimBuild::begin( GFXLineList, 1000 );
- PrimBuild::color3f( color.x(), color.y(), color.z() );
- PrimBuild::vertex3f( from.x, from.y, from.z );
- PrimBuild::vertex3f( to.x, to.y, to.z );
- mVertexCount += 2;
- }
- void BtDebugDraw::drawTriangle( const btVector3 &v0,
- const btVector3 &v1,
- const btVector3 &v2,
- const btVector3 &color,
- btScalar /*alpha*/ )
- {
- drawLine(v0,v1,color);
- drawLine(v1,v2,color);
- drawLine(v2,v0,color);
- }
- void BtDebugDraw::drawContactPoint( const btVector3 &pointOnB,
- const btVector3 &normalOnB,
- btScalar distance,
- int lifeTime, const
- btVector3 &color )
- {
- drawLine( pointOnB, pointOnB+normalOnB*distance, color );
- }
- void BtDebugDraw::flush()
- {
- // Do we have verts to render?
- if ( mVertexCount == 0 )
- return;
- PrimBuild::end();
- mVertexCount = 0;
- }
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