// // 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 "CompoundGeometry.h" #define DEBUG_DRAW 1 #if DEBUG_DRAW #include #include #endif // ------------------------------------------------------------------------------- void CompoundGeometry::debugDraw(int maxConvexes) const { #if DEBUG_DRAW const bool drawConvexes = true; const bool drawWireframe = true; const bool drawClipped = false; const float clipMaxX = 0.0f; if (drawConvexes) { float s = drawClipped ? 1.0f : 0.95f; if (drawWireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); PxVec3 n; int num = convexes.size(); if (maxConvexes > 0 && maxConvexes < num) num = maxConvexes; for (int i = 0; i < num; i++) { switch (i%7) { case 0 : glColor3f(1.0f, 0.0f, 0.0f); break; case 1 : glColor3f(0.0f, 1.0f, 0.0f); break; case 2 : glColor3f(1.0f, 0.0f, 1.0f); break; case 3 : glColor3f(0.0f, 1.0f, 1.0f); break; case 4 : glColor3f(1.0f, 0.0f, 1.0f); break; case 5 : glColor3f(1.0f, 1.0f, 0.0f); break; case 6 : glColor3f(1.0f, 1.0f, 1.0f); break; }; const Convex &c = convexes[i]; const PxVec3 *verts = &vertices[c.firstVert]; PxVec3 center; center = PxVec3(0.0f, 0.0f, 0.0f); for (int j = 0; j < c.numVerts; j++) center += verts[j]; center /= (float)c.numVerts; if (drawClipped && center.x > clipMaxX) continue; const int *ids = &indices[c.firstIndex]; for (int j = 0; j < c.numFaces; j++) { int numVerts = *ids++; int flags = *ids++; n = (verts[ids[1]] - verts[ids[0]]).cross(verts[ids[2]] - verts[ids[0]]); n.normalize(); glNormal3f(n.x, n.y, n.z); glBegin(GL_POLYGON); for (int k = 0; k < numVerts; k++) { PxVec3 p = verts[ids[k]]; p = center + (p - center) * s; glVertex3f(p.x, p.y, p.z); } glEnd(); ids += numVerts; } } glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } #endif }