Torque3D/Engine/source/T3D/physics/bullet/btDebugDraw.cpp
2012-09-19 11:15:01 -04:00

86 lines
3.1 KiB
C++

//-----------------------------------------------------------------------------
// 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;
}