Added debugDrawCircle and refactored debugDrawSphere

master
Martin Felis 2017-01-22 20:51:12 +01:00
parent 3e7c7d3acd
commit 7ce0b3c000
3 changed files with 56 additions and 37 deletions

View File

@ -66,6 +66,8 @@ CharacterEntity::~CharacterEntity() {
entity = nullptr;
}
static float cur_time = 0.0f;
void CharacterEntity::update(float dt) {
Vector3f controller_acceleration (
controller.direction[0] * cGroundAcceleration,
@ -105,7 +107,9 @@ void CharacterEntity::update(float dt) {
entity->mesh.updateMatrices(entity->transform.toMatrix());
// gRenderer->drawDebugSphere (Vector3f (0.f, 0.f, 0.f), 0.2f);
cur_time += dt;
gRenderer->drawDebugSphere (Vector3f (0.f, 1.3 + sin(cur_time * 2.f), 0.f), 2.2f);
}
void ShowCharacterPropertiesWindow (CharacterEntity* character) {

View File

@ -1621,46 +1621,29 @@ void Renderer::paintGL() {
line.colors.push_back(debugCommands[i].color);
line.UpdateBuffers();
} else if (debugCommands[i].type == DebugCommand::Sphere) {
} else if (debugCommands[i].type == DebugCommand::Circle) {
line.points.clear();
line.colors.clear();
float radius = debugCommands[i].to[0];
float radius = debugCommands[i].radius;
float c,s,angle;
const int cNumSegments = 64;
// circle in X-Y plane
// construct an orthogonal vector from the normal.
Vector3f plane1 (
debugCommands[i].to[1] - debugCommands[i].to[2],
debugCommands[i].to[0],
-debugCommands[i].to[0]
);
plane1.normalize();
Vector3f plane2 = debugCommands[i].to.cross(plane1);
const int cNumSegments = 64;
for (uint32_t j = 0; j < cNumSegments; j++) {
angle = M_PI * 0.5f + 2. * M_PI * static_cast<float>(j) / static_cast<float>(cNumSegments - 1);
s = sin(angle) * radius;
c = cos(angle) * radius;
line.points.push_back(Vector3f(s, c, 0));
line.colors.push_back(debugCommands[i].color);
}
// circle in X-Z plane (note: we draw the circle an
// additional 90 degrees so that we can directly start
// the last circle.
for (uint32_t j = 0; j < cNumSegments; j++) {
angle = M_PI * 0.5f + 2.5 * M_PI * static_cast<float>(j) / static_cast<float>(cNumSegments - 1);
s = sin(angle) * radius;
c = cos(angle) * radius;
line.points.push_back(Vector3f(s, 0, c));
line.colors.push_back(debugCommands[i].color);
}
// circle in Y-Z plane
for (uint32_t j = 0; j < cNumSegments; j++) {
angle = M_PI + 2. * M_PI * static_cast<float>(j) / static_cast<float>(cNumSegments - 1);
s = sin(angle) * radius;
c = cos(angle) * radius;
line.points.push_back(Vector3f(0, s, c));
line.points.push_back(debugCommands[i].from + plane1 * s + plane2 * c);
line.colors.push_back(debugCommands[i].color);
}
@ -1832,6 +1815,7 @@ void Renderer::drawDebugLine (
const Vector3f &to,
const Vector3f &color) {
DebugCommand cmd;
cmd.type = DebugCommand::Line;
cmd.from = from;
cmd.to = to;
@ -1850,17 +1834,40 @@ void Renderer::drawDebugAxes (
drawDebugLine (pos, pos + Vector3f (orientation.block<3,1>(0,2)) * scale, Vector3f (0.f, 0.f, 1.f));
}
void Renderer::drawDebugSphere (
void Renderer::drawDebugCircle (
const Vector3f &pos,
float radius,
const Vector3f &normal,
const float radius,
const Vector4f &color) {
DebugCommand cmd;
cmd.type = DebugCommand::Sphere;
cmd.type = DebugCommand::Circle;
cmd.from = pos;
cmd.to[0] = radius;
cmd.to = normal;
cmd.color = color;
cmd.radius = radius;
debugCommands.push_back(cmd);
}
void Renderer::drawDebugSphere (
const Vector3f &pos,
float radius,
const Vector4f &color) {
drawDebugCircle (
pos,
Vector3f (1.0f, 0.0f, 0.0f),
radius,
color);
drawDebugCircle (
pos,
Vector3f (0.0f, 1.0f, 0.0f),
radius,
color);
drawDebugCircle (
pos,
Vector3f (0.0f, 0.0f, 1.0f),
radius,
color);
}

View File

@ -333,12 +333,14 @@ struct DebugCommand {
enum CommandType {
Line,
Axes,
Sphere
Circle,
Invalid
};
CommandType type;
Vector3f from;
float radius;
Vector3f to;
Vector4f color = Vector4f(1.f, 1.f, 1.f, 1.f);
};
@ -413,9 +415,15 @@ struct Renderer {
const Matrix33f &orientation,
const float &scale);
void drawDebugCircle (
const Vector3f &pos,
const Vector3f &normal,
const float radius,
const Vector4f &color = Vector4f (1.f, 1.f, 1.f, 1.f));
void drawDebugSphere (
const Vector3f &pos,
float radius,
const float radius,
const Vector4f &color = Vector4f(1.f, 1.f, 1.f, 1.f));
};