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Engine directory for ticket #1
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Engine/source/T3D/physics/bullet/btDebugDraw.h
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Engine/source/T3D/physics/bullet/btDebugDraw.h
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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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#ifndef _T3D_PHYSICS_BTDEBUGDRAW_H_
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#define _T3D_PHYSICS_BTDEBUGDRAW_H_
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#ifndef _BULLET_H_
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#include "T3D/physics/bullet/bt.h"
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#endif
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class Frustum;
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class BtDebugDraw : public btIDebugDraw
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{
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protected:
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/// The number of verts we've used in rendering.
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U32 mVertexCount;
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/// The frustum to use for culling or NULL.
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const Frustum *mCuller;
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public:
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BtDebugDraw()
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: mVertexCount( 0 ),
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mCuller( NULL )
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{
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}
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/// Sets the culler which we use to cull out primitives
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/// that are completely offscreen.
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void setCuller( const Frustum *culler ) { mCuller = culler; }
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/// Call this after debug drawing to submit any
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/// remaining primitives for rendering.
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void flush();
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// btIDebugDraw
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virtual void drawLine( const btVector3 &from, const btVector3 &to, const btVector3 &color );
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virtual void drawTriangle(const btVector3& v0,const btVector3& v1,const btVector3& v2,const btVector3& color, btScalar /*alpha*/);
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virtual void drawContactPoint( const btVector3 &PointOnB, const btVector3 &normalOnB, btScalar distance, int lifeTime, const btVector3 &color );
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virtual void reportErrorWarning( const char *warningString ) {}
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virtual void draw3dText( const btVector3 &location, const char *textString ) {}
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virtual void setDebugMode( int debugMode ) {}
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virtual int getDebugMode() const { return DBG_DrawWireframe; }
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};
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#endif // _T3D_PHYSICS_BTDEBUGDRAW_H_
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