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a8ec916af0
Please see HfFluidDemo.cpp for examples of how to use the height field fluid along with buoyant collision shapes. The implementation is still lacking in my ways: 1) Need to complete more collision algorithms for buoyant collision shapes 2) Support compound buoyant shapes 3) The buoyancy model isn't that great 4) Fluid volume can be lost over time
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
#ifndef GL_DEBUG_DRAWER_H
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#define GL_DEBUG_DRAWER_H
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#include "LinearMath/btIDebugDraw.h"
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class GLDebugDrawer : public btIDebugDraw
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{
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int m_debugMode;
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public:
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GLDebugDrawer();
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virtual void drawLine(const btVector3& from,const btVector3& to,const btVector3& fromColor, const btVector3& toColor);
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virtual void drawLine(const btVector3& from,const btVector3& to,const btVector3& color);
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virtual void drawSphere (const btVector3& p, btScalar radius, const btVector3& color);
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virtual void drawBox (const btVector3& boxMin, const btVector3& boxMax, const btVector3& color, btScalar alpha);
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virtual void drawTriangle(const btVector3& a,const btVector3& b,const btVector3& c,const btVector3& color,btScalar alpha);
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virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color);
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virtual void reportErrorWarning(const char* warningString);
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virtual void draw3dText(const btVector3& location,const char* textString);
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virtual void setDebugMode(int debugMode);
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virtual int getDebugMode() const { return m_debugMode;}
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};
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#endif//GL_DEBUG_DRAWER_H
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