Pushed code to draw a plane
This commit is contained in:
@ -251,24 +251,9 @@ void Draw::DrawSolidPolygon(const b3Vec3& normal, const b3Vec3* vertices, u32 co
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void Draw::DrawCircle(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color)
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{
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// Build a tangent vector to normal.
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b3Vec3 u = b3Cross(normal, b3Vec3(1.0f, 0.0f, 0.0f));
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b3Vec3 v = b3Cross(normal, b3Vec3(0.0f, 1.0f, 0.0f));
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b3Vec3 n1, n3;
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b3ComputeBasis(normal, n1, n3);
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// Handle edge cases (zero cross product).
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b3Vec3 n1;
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if (b3LengthSquared(u) > b3LengthSquared(v))
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{
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n1 = u;
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}
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else
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{
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n1 = v;
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}
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n1.Normalize();
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// Build a quaternion to rotate the tangent about the normal.
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u32 kEdgeCount = 20;
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float32 kAngleInc = 2.0f * B3_PI / float32(kEdgeCount);
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b3Quat q(normal, kAngleInc);
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@ -292,24 +277,9 @@ void Draw::DrawSolidCircle(const b3Vec3& normal, const b3Vec3& center, float32 r
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b3Color fillColor(color.r, color.g, color.b, color.a);
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b3Color frameColor(0.5f * color.r, 0.5f * color.g, 0.5f * color.b, 1.0f);
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// Build a tangent vector to normal.
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b3Vec3 u = b3Cross(normal, b3Vec3(1.0f, 0.0f, 0.0f));
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b3Vec3 v = b3Cross(normal, b3Vec3(0.0f, 1.0f, 0.0f));
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b3Vec3 n1, n3;
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b3ComputeBasis(normal, n1, n3);
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// Handle edge cases (zero cross product).
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b3Vec3 n1;
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if (b3LengthSquared(u) > b3LengthSquared(v))
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{
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n1 = u;
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}
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else
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{
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n1 = v;
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}
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n1.Normalize();
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// Build a quaternion to rotate the tangent about the normal.
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const u32 kEdgeCount = 20;
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const float32 kAngleInc = 2.0f * B3_PI / float32(kEdgeCount);
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b3Quat q(normal, kAngleInc);
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@ -460,6 +430,54 @@ void Draw::DrawAABB(const b3AABB3& aabb, const b3Color& color)
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DrawSegment(vs[1], vs[7], color);
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}
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void Draw::DrawPlane(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color)
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{
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b3Vec3 n1, n2;
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b3ComputeBasis(normal, n1, n2);
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float32 scale = 2.0f * radius;
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// v1__v4
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// | |
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// v2__v3
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b3Vec3 v1 = center - scale * n1 - scale * n2;
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b3Vec3 v2 = center + scale * n1 - scale * n2;
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b3Vec3 v3 = center + scale * n1 + scale * n2;
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b3Vec3 v4 = center - scale * n1 + scale * n2;
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DrawSegment(v1, v2, color);
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DrawSegment(v2, v3, color);
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DrawSegment(v3, v4, color);
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DrawSegment(v4, v1, color);
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DrawSegment(center, center + normal, color);
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}
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void Draw::DrawSolidPlane(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color)
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{
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b3Color frameColor(0.5f * color.r, 0.5f * color.g, 0.5f * color.b, 1.0f);
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b3Vec3 n1, n2;
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b3ComputeBasis(normal, n1, n2);
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float32 scale = 2.0f * radius;
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b3Vec3 v1 = center - scale * n1 - scale * n2;
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b3Vec3 v2 = center + scale * n1 - scale * n2;
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b3Vec3 v3 = center + scale * n1 + scale * n2;
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b3Vec3 v4 = center - scale * n1 + scale * n2;
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DrawSegment(v1, v2, frameColor);
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DrawSegment(v2, v3, frameColor);
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DrawSegment(v3, v4, frameColor);
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DrawSegment(v4, v1, frameColor);
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DrawSegment(center, center + normal, frameColor);
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DrawSolidTriangle(normal, v1, v2, v3, color);
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DrawSolidTriangle(normal, v3, v4, v1, color);
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}
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void Draw::DrawString(const b3Color& color, const b3Vec2& ps, const char* text, ...)
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{
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va_list args;
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@ -91,6 +91,10 @@ public:
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void DrawSolidCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color);
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void DrawPlane(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color);
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void DrawSolidPlane(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color);
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void DrawAABB(const b3AABB3& aabb, const b3Color& color);
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void DrawTransform(const b3Transform& xf);
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@ -107,6 +107,12 @@ public :
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// Draw a solid capsule with segment and radius.
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virtual void DrawSolidCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color) = 0;
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// Draw a plane with center, normal and radius.
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virtual void DrawPlane(const b3Vec3& center, const b3Vec3& normal, float32 radius, const b3Color& color) = 0;
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// Draw a solid plane with center, normal and radius.
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virtual void DrawSolidPlane(const b3Vec3& center, const b3Vec3& normal, float32 radius, const b3Color& color) = 0;
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// Draw a AABB.
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virtual void DrawAABB(const b3AABB3& aabb, const b3Color& color) = 0;
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@ -233,22 +233,20 @@ inline b3Mat33 b3Outer(const b3Vec3& a, const b3Vec3& b)
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// Compute an orthogonal basis given one of its vectors.
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// The vector must be normalized.
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inline b3Mat33 b3Basis(const b3Vec3& a)
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inline void b3ComputeBasis(const b3Vec3& a, b3Vec3& b, b3Vec3& c)
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{
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// Box2D
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b3Mat33 A;
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// https://box2d.org/2014/02/computing-a-basis/
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if (b3Abs(a.x) >= float32(0.57735027))
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{
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A.y.Set(a.y, -a.x, 0.0f);
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b.Set(a.y, -a.x, 0.0f);
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}
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else
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{
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A.y.Set(0.0f, a.z, -a.y);
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b.Set(0.0f, a.z, -a.y);
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}
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A.x = a;
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A.y = b3Normalize(A.y);
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A.z = b3Cross(a, A.y);
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return A;
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b.Normalize();
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c = b3Cross(a, b);
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}
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// Rotation about the x-axis.
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