expose debugDraw in gl3
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@@ -2,25 +2,60 @@
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#define MY_DEBUG_DRAWER_H
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#include "LinearMath/btIDebugDraw.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#define BT_LINE_BATCH_SIZE 512
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struct MyDebugVec3
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{
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MyDebugVec3(const btVector3 org)
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:x(org.x()),
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y(org.y()),
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z(org.z())
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{
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}
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float x;
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float y;
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float z;
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};
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class MyDebugDrawer : public btIDebugDraw
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{
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SimpleOpenGL3App* m_glApp;
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int m_debugMode;
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btAlignedObjectArray<MyDebugVec3> m_linePoints;
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btAlignedObjectArray<unsigned int> m_lineIndices;
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btVector3 m_currentLineColor;
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public:
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MyDebugDrawer(SimpleOpenGL3App* app)
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: m_glApp(app)
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,m_debugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb)
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,m_debugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb),
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m_currentLineColor(-1,-1,-1)
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{
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}
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virtual void drawLine(const btVector3& from1,const btVector3& to1,const btVector3& color1)
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{
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float from[4] = {from1[0],from1[1],from1[2],from1[3]};
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float to[4] = {to1[0],to1[1],to1[2],to1[3]};
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float color[4] = {color1[0],color1[1],color1[2],color1[3]};
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m_glApp->m_instancingRenderer->drawLine(from,to,color);
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//float from[4] = {from1[0],from1[1],from1[2],from1[3]};
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//float to[4] = {to1[0],to1[1],to1[2],to1[3]};
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//float color[4] = {color1[0],color1[1],color1[2],color1[3]};
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//m_glApp->m_instancingRenderer->drawLine(from,to,color);
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if (m_currentLineColor!=color1 || m_linePoints.size() >= BT_LINE_BATCH_SIZE)
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{
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flushLines();
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m_currentLineColor = color1;
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}
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MyDebugVec3 from(from1);
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MyDebugVec3 to(to1);
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m_linePoints.push_back(from);
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m_linePoints.push_back(to);
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m_lineIndices.push_back(m_lineIndices.size());
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m_lineIndices.push_back(m_lineIndices.size());
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}
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virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color)
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@@ -34,17 +69,36 @@ public:
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virtual void draw3dText(const btVector3& location,const char* textString)
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{
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}
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virtual void setDebugMode(int debugMode)
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{
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m_debugMode = debugMode;
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}
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virtual int getDebugMode() const
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{
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return m_debugMode;
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}
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virtual void flushLines()
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{
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int sz = m_linePoints.size();
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if (sz)
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{
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float debugColor[4];
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debugColor[0] = m_currentLineColor.x();
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debugColor[1] = m_currentLineColor.y();
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debugColor[2] = m_currentLineColor.z();
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debugColor[3] = 1.f;
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m_glApp->m_instancingRenderer->drawLines(&m_linePoints[0].x,debugColor,
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m_linePoints.size(),sizeof(MyDebugVec3),
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&m_lineIndices[0],
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m_lineIndices.size(),
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1);
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m_linePoints.clear();
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m_lineIndices.clear();
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}
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}
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};
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