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

109 lines
3.8 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/physx/pxUtils.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDrawUtil.h"
#include "math/mMatrix.h"
#include "math/mPoint3.h"
#include "T3D/physics/physX/px.h"
#include "T3D/physics/physX/pxCasts.h"
namespace PxUtils {
void drawActor( NxActor *inActor )
{
GFXDrawUtil *drawer = GFX->getDrawUtil();
//drawer->setZRead( false );
// Determine alpha we render shapes with.
const U8 enabledAlpha = 255;
const U8 disabledAlpha = 100;
U8 renderAlpha = inActor->readActorFlag( NX_AF_DISABLE_COLLISION ) ? disabledAlpha : enabledAlpha;
// Determine color we render actors and shapes with.
ColorI actorColor( 0, 0, 255, 200 );
ColorI shapeColor = ( inActor->isSleeping() ? ColorI( 0, 0, 255, renderAlpha ) : ColorI( 255, 0, 255, renderAlpha ) );
MatrixF actorMat(true);
inActor->getGlobalPose().getRowMajor44( actorMat );
GFXStateBlockDesc desc;
desc.setBlend( true );
desc.setZReadWrite( true, false );
desc.setCullMode( GFXCullNone );
// Draw an xfm gizmo for the actor's globalPose...
//drawer->drawTransform( desc, actorMat, Point3F::One, actorColor );
// Loop through and render all the actor's shapes....
NxShape *const*pShapeArray = inActor->getShapes();
U32 numShapes = inActor->getNbShapes();
for ( U32 i = 0; i < numShapes; i++ )
{
const NxShape *shape = pShapeArray[i];
Point3F shapePos = pxCast<Point3F>( shape->getGlobalPosition() );
MatrixF shapeMat(true);
shape->getGlobalPose().getRowMajor44(shapeMat);
shapeMat.setPosition( Point3F::Zero );
switch ( shape->getType() )
{
case NX_SHAPE_SPHERE:
{
NxSphereShape *sphere = (NxSphereShape*)shape;
drawer->drawSphere( desc, sphere->getRadius(), shapePos, shapeColor );
break;
}
case NX_SHAPE_BOX:
{
NxBoxShape *box = (NxBoxShape*)shape;
Point3F size = pxCast<Point3F>( box->getDimensions() );
drawer->drawCube( desc, size*2, shapePos, shapeColor, &shapeMat );
break;
}
case NX_SHAPE_CAPSULE:
{
shapeMat.mul( MatrixF( EulerF( mDegToRad(90.0f), mDegToRad(90.0f), 0 ) ) );
NxCapsuleShape *capsule = (NxCapsuleShape*)shape;
drawer->drawCapsule( desc, shapePos, capsule->getRadius(), capsule->getHeight(), shapeColor, &shapeMat );
break;
}
default:
{
break;
}
}
}
//drawer->clearZDefined();
}
} // namespace PxUtils