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https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
82 lines
2.7 KiB
C++
82 lines
2.7 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef GL_SHAPE_DRAWER_H
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#define GL_SHAPE_DRAWER_H
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class btCollisionShape;
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class btShapeHull;
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class btDiscreteDynamicsWorld;
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btVector3.h"
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#include "BulletCollision/CollisionShapes/btShapeHull.h"
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/// OpenGL shape drawing
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class GL_ShapeDrawer
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{
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protected:
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struct ShapeCache
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{
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struct Edge
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{
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btVector3 n[2];
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int v[2];
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};
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ShapeCache(btConvexShape* s) : m_shapehull(s) {}
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btShapeHull m_shapehull;
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btAlignedObjectArray<Edge> m_edges;
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};
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//clean-up memory of dynamically created shape hulls
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btAlignedObjectArray<ShapeCache*> m_shapecaches;
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unsigned int m_texturehandle;
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bool m_textureenabled;
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bool m_textureinitialized;
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ShapeCache* cache(btConvexShape*);
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virtual void drawSceneInternal(const btDiscreteDynamicsWorld* world, int pass, int cameraUpAxis);
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public:
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GL_ShapeDrawer();
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virtual ~GL_ShapeDrawer();
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virtual void drawScene(const btDiscreteDynamicsWorld* world, bool useShadows, int cameraUpAxis);
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///drawOpenGL might allocate temporary memoty, stores pointer in shape userpointer
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virtual void drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color, int debugMode, const btVector3& worldBoundsMin, const btVector3& worldBoundsMax);
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virtual void drawShadow(btScalar* m, const btVector3& extrusion, const btCollisionShape* shape, const btVector3& worldBoundsMin, const btVector3& worldBoundsMax);
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bool enableTexture(bool enable)
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{
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bool p = m_textureenabled;
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m_textureenabled = enable;
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return (p);
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}
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bool hasTextureEnabled() const
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{
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return m_textureenabled;
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}
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void drawSphere(btScalar r, int lats, int longs);
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static void drawCoordSystem();
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};
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void OGL_displaylist_register_shape(btCollisionShape* shape);
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void OGL_displaylist_clean();
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#endif //GL_SHAPE_DRAWER_H
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