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Engine directory for ticket #1
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Engine/source/T3D/physics/bullet/btDebugDraw.cpp
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85
Engine/source/T3D/physics/bullet/btDebugDraw.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/physics/bullet/btDebugDraw.h"
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#include "T3D/physics/bullet/btCasts.h"
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#include "gfx/gfxDevice.h"
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#include "math/util/frustum.h"
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#include "gfx/primBuilder.h"
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void BtDebugDraw::drawLine( const btVector3 &fromBt, const btVector3 &toBt, const btVector3 &color )
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{
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Point3F from = btCast<Point3F>( fromBt );
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Point3F to = btCast<Point3F>( toBt );
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// Cull first if we have a frustum.
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//F32 distSquared = ( mCuller->getPosition() - from ).lenSquared();
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//if ( mCuller && distSquared > ( 150 * 150 ) ) //!mCuller->clipSegment( from, to ) )
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//return;
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// Do we need to flush the builder?
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if ( mVertexCount + 2 >= 1000 )
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flush();
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// Are we starting a new primitive?
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if ( mVertexCount == 0 )
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PrimBuild::begin( GFXLineList, 1000 );
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PrimBuild::color3f( color.x(), color.y(), color.z() );
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PrimBuild::vertex3f( from.x, from.y, from.z );
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PrimBuild::vertex3f( to.x, to.y, to.z );
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mVertexCount += 2;
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}
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void BtDebugDraw::drawTriangle( const btVector3 &v0,
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const btVector3 &v1,
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const btVector3 &v2,
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const btVector3 &color,
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btScalar /*alpha*/ )
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{
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drawLine(v0,v1,color);
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drawLine(v1,v2,color);
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drawLine(v2,v0,color);
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}
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void BtDebugDraw::drawContactPoint( const btVector3 &pointOnB,
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const btVector3 &normalOnB,
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btScalar distance,
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int lifeTime, const
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btVector3 &color )
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{
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drawLine( pointOnB, pointOnB+normalOnB*distance, color );
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}
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void BtDebugDraw::flush()
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{
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// Do we have verts to render?
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if ( mVertexCount == 0 )
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return;
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PrimBuild::end();
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mVertexCount = 0;
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}
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