improve friction quality, add shader-only support, improve debug drawing facilities, fix couple things
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@ -61,10 +61,10 @@ public:
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if (b3Distance(pointA, pointB) > 0.0f)
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{
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g_debugDraw->DrawPoint(pointA, b3Color(1.0f, 0.0f, 0.0f));
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g_debugDraw->DrawPoint(pointB, b3Color(1.0f, 0.0f, 0.0f));
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g_debugDraw->DrawPoint(pointA, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(pointB, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(pointA, pointB, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(pointA, pointB, b3Color(1.0f, 1.0f, 1.0f));
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}
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g_debugDraw->DrawTransform(m_xfA);
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@ -63,14 +63,14 @@ public:
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for (u32 i = 0; i < m_clusters.Count(); ++i)
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{
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g_debugDraw->DrawSegment(b3Vec3(0, 0, 0), m_clusters[i].centroid, b3Color(1, 1, 1));
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g_debugDraw->DrawPoint(m_clusters[i].centroid, m_colors[i]);
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g_debugDraw->DrawPoint(m_clusters[i].centroid, 4.0f, m_colors[i]);
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for (u32 j = 0; j < m_observs.Count(); ++j)
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{
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b3Observation obs = m_observs[j];
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if (obs.cluster == i)
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{
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g_debugDraw->DrawPoint(obs.point, m_colors[i]);
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g_debugDraw->DrawPoint(obs.point, 4.0f, m_colors[i]);
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}
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}
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}
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@ -51,13 +51,13 @@ public:
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b3Vec3 pw = wmp->point;
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b3Vec2 ps = g_camera.ConvertWorldToScreen(pw);
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g_debugDraw->DrawPoint(pw, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(pw, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(pw, pw + wmp->normal, b3Color(1.0f, 1.0f, 1.0f));
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}
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if (wm.pointCount > 0)
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{
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g_debugDraw->DrawPoint(wm.center, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(wm.center, 4.0f, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(wm.center, wm.center + wm.normal, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(wm.center, wm.center + wm.tangent1, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(wm.center, wm.center + wm.tangent2, b3Color(1.0f, 1.0f, 0.0f));
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@ -57,18 +57,18 @@ public:
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for (u32 i = 0; i < featurePair.countA; ++i)
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{
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u32 index = featurePair.indexA[i];
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g_debugDraw->DrawPoint(m_xfA * m_proxyA.GetVertex(index), b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(m_xfA * m_proxyA.GetVertex(index), 4.0f, b3Color(1.0f, 1.0f, 0.0f));
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}
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for (u32 i = 0; i < featurePair.countB; ++i)
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{
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u32 index = featurePair.indexB[i];
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g_debugDraw->DrawPoint(m_xfB * m_proxyB.GetVertex(index), b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(m_xfB * m_proxyB.GetVertex(index), 4.0f, b3Color(1.0f, 1.0f, 0.0f));
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}
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}
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g_debugDraw->DrawPoint(out.pointA, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(out.pointB, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(out.pointA, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(out.pointB, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(out.pointA, out.pointB, b3Color(1.0f, 1.0f, 1.0f));
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g_debugDraw->DrawTransform(m_xfA);
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@ -214,7 +214,7 @@ public:
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{
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// Replace current hit
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g_debugDraw->DrawSegment(p1, hit.point, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(hit.point, b3Color(1.0f, 0.0f, 0.0f));
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g_debugDraw->DrawPoint(hit.point, 4.0f, b3Color(1.0f, 0.0f, 0.0f));
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g_debugDraw->DrawSegment(hit.point, hit.point + hit.normal, b3Color(1.0f, 1.0f, 1.0f));
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}
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else
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@ -36,7 +36,8 @@ struct Settings
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warmStart = true;
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convexCache = true;
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drawCenterOfMasses = false;
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drawShapes = true;
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drawVerticesEdges = true;
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drawFaces = true;
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drawBounds = false;
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drawJoints = true;
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drawContactPoints = true;
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@ -62,7 +63,8 @@ struct Settings
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bool convexCache;
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bool drawCenterOfMasses;
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bool drawBounds;
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bool drawShapes;
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bool drawVerticesEdges;
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bool drawFaces;
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bool drawSolidShapes;
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bool drawJoints;
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bool drawContactPoints;
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