Torque3D Documentation / _generateds / btDebugDraw.cpp

btDebugDraw.cpp

Engine/source/T3D/physics/bullet/btDebugDraw.cpp

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Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#include "platform/platform.h"
25#include "T3D/physics/bullet/btDebugDraw.h"
26
27#include "T3D/physics/bullet/btCasts.h"
28#include "gfx/gfxDevice.h"
29#include "math/util/frustum.h"
30#include "gfx/primBuilder.h"
31
32
33void BtDebugDraw::drawLine( const btVector3 &fromBt, const btVector3 &toBt, const btVector3 &color )
34{
35   Point3F from = btCast<Point3F>( fromBt );
36   Point3F to = btCast<Point3F>( toBt );
37
38   // Cull first if we have a frustum.
39   //F32 distSquared = ( mCuller->getPosition() - from ).lenSquared();
40   //if ( mCuller && distSquared > ( 150 * 150 ) ) //!mCuller->clipSegment( from, to ) )
41      //return;
42
43   // Do we need to flush the builder?
44   if ( mVertexCount + 2 >= 1000 )
45      flush();
46
47   // Are we starting a new primitive?
48   if ( mVertexCount == 0 )
49      PrimBuild::begin( GFXLineList, 1000 );
50
51   PrimBuild::color3f( color.x(), color.y(), color.z() );
52   PrimBuild::vertex3f( from.x, from.y, from.z );
53   PrimBuild::vertex3f( to.x, to.y, to.z );
54
55   mVertexCount += 2;
56}
57
58void BtDebugDraw::drawTriangle(  const btVector3 &v0,
59                                 const btVector3 &v1,
60                                 const btVector3 &v2,
61                                 const btVector3 &color, 
62                                 btScalar /*alpha*/ )
63{
64   drawLine(v0,v1,color);
65   drawLine(v1,v2,color);
66   drawLine(v2,v0,color);
67}
68
69void BtDebugDraw::drawContactPoint( const btVector3 &pointOnB, 
70                                    const btVector3 &normalOnB, 
71                                    btScalar distance, 
72                                    int lifeTime, const 
73                                    btVector3 &color )
74{
75   drawLine( pointOnB, pointOnB+normalOnB*distance, color );
76}
77
78void BtDebugDraw::flush()
79{
80   // Do we have verts to render?
81   if ( mVertexCount == 0 )
82      return;
83
84   PrimBuild::end();
85   mVertexCount = 0;
86}
87