// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #include "CompoundCreator.h" #include #include #include "CompoundGeometry.h" #define DEBUG_DRAW 1 #if DEBUG_DRAW #include #include #endif // ----------------------------------------------------------------------------- void CompoundCreator::debugDraw() { #if DEBUG_DRAW const bool drawEdges = false; if (drawEdges) { glBegin(GL_LINES); for (int i = 0; i < (int)mTetEdges.size(); i++) { TetEdge &e = mTetEdges[i]; if (e.onSurface) glColor3f(1.0f, 0.0f, 0.0f); else glColor3f(1.0f, 1.0f, 0.0f); PxVec3 &p0 = mTetVertices[e.i0]; PxVec3 &p1 = mTetVertices[e.i1]; glVertex3f(p0.x, p0.y, p0.z); glVertex3f(p1.x, p1.y, p1.z); } glEnd(); } #endif }