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Diffstat (limited to 'extern/recastnavigation/Recast/Source/RecastDebugDraw.cpp')
-rw-r--r--extern/recastnavigation/Recast/Source/RecastDebugDraw.cpp799
1 files changed, 799 insertions, 0 deletions
diff --git a/extern/recastnavigation/Recast/Source/RecastDebugDraw.cpp b/extern/recastnavigation/Recast/Source/RecastDebugDraw.cpp
new file mode 100644
index 00000000000..fecee4c6172
--- /dev/null
+++ b/extern/recastnavigation/Recast/Source/RecastDebugDraw.cpp
@@ -0,0 +1,799 @@
+//
+// Copyright (c) 2009 Mikko Mononen memon@inside.org
+//
+// This software is provided 'as-is', without any express or implied
+// warranty. In no event will the authors be held liable for any damages
+// arising from the use of this software.
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it
+// freely, subject to the following restrictions:
+// 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.
+// 2. Altered source versions must be plainly marked as such, and must not be
+// misrepresented as being the original software.
+// 3. This notice may not be removed or altered from any source distribution.
+//
+
+#define _USE_MATH_DEFINES
+#include <math.h>
+#include "RecastDebugDraw.h"
+#include "SDL.h"
+#include "SDL_Opengl.h"
+#include "MeshLoaderObj.h"
+#include "Recast.h"
+
+void rcDebugDrawMesh(const float* verts, int nverts,
+ const int* tris, const float* normals, int ntris,
+ const unsigned char* flags)
+{
+ glBegin(GL_TRIANGLES);
+ for (int i = 0; i < ntris*3; i += 3)
+ {
+ float a = (2+normals[i+0]+normals[i+1])/4;
+ if (flags && !flags[i/3])
+ glColor3f(a,a*0.3f,a*0.1f);
+ else
+ glColor3f(a,a,a);
+ glVertex3fv(&verts[tris[i]*3]);
+ glVertex3fv(&verts[tris[i+1]*3]);
+ glVertex3fv(&verts[tris[i+2]*3]);
+ }
+ glEnd();
+}
+
+void rcDebugDrawMeshSlope(const float* verts, int nverts,
+ const int* tris, const float* normals, int ntris,
+ const float walkableSlopeAngle)
+{
+ const float walkableThr = cosf(walkableSlopeAngle/180.0f*(float)M_PI);
+
+ glBegin(GL_TRIANGLES);
+ for (int i = 0; i < ntris*3; i += 3)
+ {
+ const float* norm = &normals[i];
+ float a = (2+norm[0]+norm[1])/4;
+ if (norm[1] > walkableThr)
+ glColor3f(a,a,a);
+ else
+ glColor3f(a,a*0.3f,a*0.1f);
+ glVertex3fv(&verts[tris[i]*3]);
+ glVertex3fv(&verts[tris[i+1]*3]);
+ glVertex3fv(&verts[tris[i+2]*3]);
+ }
+ glEnd();
+}
+
+void drawBoxWire(float minx, float miny, float minz, float maxx, float maxy, float maxz, const float* col)
+{
+ glColor4fv(col);
+
+ // Top
+ glVertex3f(minx, miny, minz);
+ glVertex3f(maxx, miny, minz);
+ glVertex3f(maxx, miny, minz);
+ glVertex3f(maxx, miny, maxz);
+ glVertex3f(maxx, miny, maxz);
+ glVertex3f(minx, miny, maxz);
+ glVertex3f(minx, miny, maxz);
+ glVertex3f(minx, miny, minz);
+
+ // bottom
+ glVertex3f(minx, maxy, minz);
+ glVertex3f(maxx, maxy, minz);
+ glVertex3f(maxx, maxy, minz);
+ glVertex3f(maxx, maxy, maxz);
+ glVertex3f(maxx, maxy, maxz);
+ glVertex3f(minx, maxy, maxz);
+ glVertex3f(minx, maxy, maxz);
+ glVertex3f(minx, maxy, minz);
+
+ // Sides
+ glVertex3f(minx, miny, minz);
+ glVertex3f(minx, maxy, minz);
+ glVertex3f(maxx, miny, minz);
+ glVertex3f(maxx, maxy, minz);
+ glVertex3f(maxx, miny, maxz);
+ glVertex3f(maxx, maxy, maxz);
+ glVertex3f(minx, miny, maxz);
+ glVertex3f(minx, maxy, maxz);
+}
+
+void drawBox(float minx, float miny, float minz, float maxx, float maxy, float maxz,
+ const float* col1, const float* col2)
+{
+ float verts[8*3] =
+ {
+ minx, miny, minz,
+ maxx, miny, minz,
+ maxx, miny, maxz,
+ minx, miny, maxz,
+ minx, maxy, minz,
+ maxx, maxy, minz,
+ maxx, maxy, maxz,
+ minx, maxy, maxz,
+ };
+ static const float dim[6] =
+ {
+ 0.95f, 0.55f, 0.65f, 0.85f, 0.65f, 0.85f,
+ };
+ static const unsigned char inds[6*5] =
+ {
+ 0, 7, 6, 5, 4,
+ 1, 0, 1, 2, 3,
+ 2, 1, 5, 6, 2,
+ 3, 3, 7, 4, 0,
+ 4, 2, 6, 7, 3,
+ 5, 0, 4, 5, 1,
+ };
+
+ const unsigned char* in = inds;
+ for (int i = 0; i < 6; ++i)
+ {
+ float d = dim[*in]; in++;
+ if (i == 0)
+ glColor4f(d*col2[0],d*col2[1],d*col2[2], col2[3]);
+ else
+ glColor4f(d*col1[0],d*col1[1],d*col1[2], col1[3]);
+ glVertex3fv(&verts[*in*3]); in++;
+ glVertex3fv(&verts[*in*3]); in++;
+ glVertex3fv(&verts[*in*3]); in++;
+ glVertex3fv(&verts[*in*3]); in++;
+ }
+}
+
+void rcDebugDrawCylinderWire(float minx, float miny, float minz, float maxx, float maxy, float maxz, const float* col)
+{
+ static const int NUM_SEG = 16;
+ float dir[NUM_SEG*2];
+ for (int i = 0; i < NUM_SEG; ++i)
+ {
+ const float a = (float)i/(float)NUM_SEG*(float)M_PI*2;
+ dir[i*2] = cosf(a);
+ dir[i*2+1] = sinf(a);
+ }
+
+ const float cx = (maxx + minx)/2;
+ const float cz = (maxz + minz)/2;
+ const float rx = (maxx - minx)/2;
+ const float rz = (maxz - minz)/2;
+
+ glColor4fv(col);
+ glBegin(GL_LINES);
+ for (int i = 0, j=NUM_SEG-1; i < NUM_SEG; j=i++)
+ {
+ glVertex3f(cx+dir[j*2+0]*rx, miny, cz+dir[j*2+1]*rz);
+ glVertex3f(cx+dir[i*2+0]*rx, miny, cz+dir[i*2+1]*rz);
+ glVertex3f(cx+dir[j*2+0]*rx, maxy, cz+dir[j*2+1]*rz);
+ glVertex3f(cx+dir[i*2+0]*rx, maxy, cz+dir[i*2+1]*rz);
+ }
+ for (int i = 0; i < NUM_SEG; i += NUM_SEG/4)
+ {
+ glVertex3f(cx+dir[i*2+0]*rx, miny, cz+dir[i*2+1]*rz);
+ glVertex3f(cx+dir[i*2+0]*rx, maxy, cz+dir[i*2+1]*rz);
+ }
+ glEnd();
+}
+
+void rcDebugDrawBoxWire(float minx, float miny, float minz, float maxx, float maxy, float maxz, const float* col)
+{
+ glBegin(GL_LINES);
+ drawBoxWire(minx, miny, minz, maxx, maxy, maxz, col);
+ glEnd();
+}
+
+void rcDebugDrawBox(float minx, float miny, float minz, float maxx, float maxy, float maxz,
+ const float* col1, const float* col2)
+{
+ glBegin(GL_QUADS);
+ drawBox(minx, miny, minz, maxx, maxy, maxz, col1, col2);
+ glEnd();
+}
+
+
+void rcDebugDrawHeightfieldSolid(const rcHeightfield& hf)
+{
+ static const float col0[4] = { 1,1,1,1 };
+
+ const float* orig = hf.bmin;
+ const float cs = hf.cs;
+ const float ch = hf.ch;
+
+ const int w = hf.width;
+ const int h = hf.height;
+
+ glBegin(GL_QUADS);
+
+ for (int y = 0; y < h; ++y)
+ {
+ for (int x = 0; x < w; ++x)
+ {
+ float fx = orig[0] + x*cs;
+ float fz = orig[2] + y*cs;
+ const rcSpan* s = hf.spans[x + y*w];
+ while (s)
+ {
+ drawBox(fx, orig[1]+s->smin*ch, fz, fx+cs, orig[1] + s->smax*ch, fz+cs, col0, col0);
+ s = s->next;
+ }
+ }
+ }
+ glEnd();
+}
+
+void rcDebugDrawHeightfieldWalkable(const rcHeightfield& hf)
+{
+ static const float col0[4] = { 1,1,1,1 };
+ static const float col1[4] = { 0.25f,0.44f,0.5f,1 };
+
+ const float* orig = hf.bmin;
+ const float cs = hf.cs;
+ const float ch = hf.ch;
+
+ const int w = hf.width;
+ const int h = hf.height;
+
+ glBegin(GL_QUADS);
+
+ for (int y = 0; y < h; ++y)
+ {
+ for (int x = 0; x < w; ++x)
+ {
+ float fx = orig[0] + x*cs;
+ float fz = orig[2] + y*cs;
+ const rcSpan* s = hf.spans[x + y*w];
+ while (s)
+ {
+ bool csel = (s->flags & 0x1) == 0;
+ drawBox(fx, orig[1]+s->smin*ch, fz, fx+cs, orig[1] + s->smax*ch, fz+cs, col0, csel ? col0 : col1);
+ s = s->next;
+ }
+ }
+ }
+ glEnd();
+}
+
+void rcDebugDrawCompactHeightfieldSolid(const rcCompactHeightfield& chf)
+{
+ const float cs = chf.cs;
+ const float ch = chf.ch;
+
+ glColor3ub(64,112,128);
+
+ glBegin(GL_QUADS);
+ for (int y = 0; y < chf.height; ++y)
+ {
+ for (int x = 0; x < chf.width; ++x)
+ {
+ const float fx = chf.bmin[0] + x*cs;
+ const float fz = chf.bmin[2] + y*cs;
+ const rcCompactCell& c = chf.cells[x+y*chf.width];
+
+ for (unsigned i = c.index, ni = c.index+c.count; i < ni; ++i)
+ {
+ const rcCompactSpan& s = chf.spans[i];
+ const float fy = chf.bmin[1] + (s.y+1)*ch;
+ glVertex3f(fx, fy, fz);
+ glVertex3f(fx, fy, fz+cs);
+ glVertex3f(fx+cs, fy, fz+cs);
+ glVertex3f(fx+cs, fy, fz);
+ }
+ }
+ }
+ glEnd();
+}
+
+void rcDebugDrawCompactHeightfieldRegions(const rcCompactHeightfield& chf)
+{
+ const float cs = chf.cs;
+ const float ch = chf.ch;
+
+ float col[4] = { 1,1,1,1 };
+
+ glBegin(GL_QUADS);
+ for (int y = 0; y < chf.height; ++y)
+ {
+ for (int x = 0; x < chf.width; ++x)
+ {
+ const float fx = chf.bmin[0] + x*cs;
+ const float fz = chf.bmin[2] + y*cs;
+ const rcCompactCell& c = chf.cells[x+y*chf.width];
+
+ for (unsigned i = c.index, ni = c.index+c.count; i < ni; ++i)
+ {
+ const rcCompactSpan& s = chf.spans[i];
+ if (s.reg)
+ {
+ intToCol(s.reg, col);
+ glColor4fv(col);
+ }
+ else
+ {
+ glColor4ub(0,0,0,128);
+ }
+ const float fy = chf.bmin[1] + (s.y+1)*ch;
+ glVertex3f(fx, fy, fz);
+ glVertex3f(fx, fy, fz+cs);
+ glVertex3f(fx+cs, fy, fz+cs);
+ glVertex3f(fx+cs, fy, fz);
+ }
+ }
+ }
+ glEnd();
+}
+
+
+void rcDebugDrawCompactHeightfieldDistance(const rcCompactHeightfield& chf)
+{
+ const float cs = chf.cs;
+ const float ch = chf.ch;
+
+ float maxd = chf.maxDistance;
+ if (maxd < 1.0f) maxd = 1;
+ float dscale = 1.0f / maxd;
+
+ glBegin(GL_QUADS);
+ for (int y = 0; y < chf.height; ++y)
+ {
+ for (int x = 0; x < chf.width; ++x)
+ {
+ const float fx = chf.bmin[0] + x*cs;
+ const float fz = chf.bmin[2] + y*cs;
+ const rcCompactCell& c = chf.cells[x+y*chf.width];
+
+ for (unsigned i = c.index, ni = c.index+c.count; i < ni; ++i)
+ {
+ const rcCompactSpan& s = chf.spans[i];
+ const float fy = chf.bmin[1] + (s.y+1)*ch;
+ float cd = (float)s.dist * dscale;
+ glColor3f(cd, cd, cd);
+ glVertex3f(fx, fy, fz);
+ glVertex3f(fx, fy, fz+cs);
+ glVertex3f(fx+cs, fy, fz+cs);
+ glVertex3f(fx+cs, fy, fz);
+ }
+ }
+ }
+ glEnd();
+}
+
+static void getContourCenter(const rcContour* cont, const float* orig, float cs, float ch, float* center)
+{
+ center[0] = 0;
+ center[1] = 0;
+ center[2] = 0;
+ if (!cont->nverts)
+ return;
+ for (int i = 0; i < cont->nverts; ++i)
+ {
+ const int* v = &cont->verts[i*4];
+ center[0] += (float)v[0];
+ center[1] += (float)v[1];
+ center[2] += (float)v[2];
+ }
+ const float s = 1.0f / cont->nverts;
+ center[0] *= s * cs;
+ center[1] *= s * ch;
+ center[2] *= s * cs;
+ center[0] += orig[0];
+ center[1] += orig[1] + 4*ch;
+ center[2] += orig[2];
+}
+
+static const rcContour* findContourFromSet(const rcContourSet& cset, unsigned short reg)
+{
+ for (int i = 0; i < cset.nconts; ++i)
+ {
+ if (cset.conts[i].reg == reg)
+ return &cset.conts[i];
+ }
+ return 0;
+}
+
+static void drawArc(const float* p0, const float* p1)
+{
+ static const int NPTS = 8;
+ float pts[NPTS*3];
+ float dir[3];
+ vsub(dir, p1, p0);
+ const float len = sqrtf(vdistSqr(p0, p1));
+ for (int i = 0; i < NPTS; ++i)
+ {
+ float u = (float)i / (float)(NPTS-1);
+ float* p = &pts[i*3];
+ p[0] = p0[0] + dir[0] * u;
+ p[1] = p0[1] + dir[1] * u + (len/4) * (1-rcSqr(u*2-1));
+ p[2] = p0[2] + dir[2] * u;
+ }
+ for (int i = 0; i < NPTS-1; ++i)
+ {
+ glVertex3fv(&pts[i*3]);
+ glVertex3fv(&pts[(i+1)*3]);
+ }
+}
+
+void rcDrawArc(const float* p0, const float* p1)
+{
+ glBegin(GL_LINES);
+ drawArc(p0, p1);
+ glEnd();
+}
+
+void rcDebugDrawRegionConnections(const rcContourSet& cset, const float alpha)
+{
+ const float* orig = cset.bmin;
+ const float cs = cset.cs;
+ const float ch = cset.ch;
+
+ // Draw centers
+ float pos[3], pos2[3];
+
+ glColor4ub(0,0,0,196);
+
+ glLineWidth(2.0f);
+ glBegin(GL_LINES);
+ for (int i = 0; i < cset.nconts; ++i)
+ {
+ const rcContour* cont = &cset.conts[i];
+ getContourCenter(cont, orig, cs, ch, pos);
+ for (int j = 0; j < cont->nverts; ++j)
+ {
+ const int* v = &cont->verts[j*4];
+ if (v[3] == 0 || (unsigned short)v[3] < cont->reg) continue;
+ const rcContour* cont2 = findContourFromSet(cset, (unsigned short)v[3]);
+ if (cont2)
+ {
+ getContourCenter(cont2, orig, cs, ch, pos2);
+ drawArc(pos, pos2);
+ }
+ }
+ }
+ glEnd();
+
+ float col[4] = { 1,1,1,alpha };
+
+ glPointSize(7.0f);
+ glBegin(GL_POINTS);
+ for (int i = 0; i < cset.nconts; ++i)
+ {
+ const rcContour* cont = &cset.conts[i];
+ intToCol(cont->reg, col);
+ col[0] *= 0.5f;
+ col[1] *= 0.5f;
+ col[2] *= 0.5f;
+ glColor4fv(col);
+ getContourCenter(cont, orig, cs, ch, pos);
+ glVertex3fv(pos);
+ }
+ glEnd();
+
+
+ glLineWidth(1.0f);
+ glPointSize(1.0f);
+}
+
+void rcDebugDrawRawContours(const rcContourSet& cset, const float alpha)
+{
+ const float* orig = cset.bmin;
+ const float cs = cset.cs;
+ const float ch = cset.ch;
+ float col[4] = { 1,1,1,alpha };
+ glLineWidth(2.0f);
+ glPointSize(2.0f);
+ for (int i = 0; i < cset.nconts; ++i)
+ {
+ const rcContour& c = cset.conts[i];
+ intToCol(c.reg, col);
+ glColor4fv(col);
+ glBegin(GL_LINE_LOOP);
+ for (int j = 0; j < c.nrverts; ++j)
+ {
+ const int* v = &c.rverts[j*4];
+ float fx = orig[0] + v[0]*cs;
+ float fy = orig[1] + (v[1]+1+(i&1))*ch;
+ float fz = orig[2] + v[2]*cs;
+ glVertex3f(fx,fy,fz);
+ }
+ glEnd();
+
+ col[0] *= 0.5f;
+ col[1] *= 0.5f;
+ col[2] *= 0.5f;
+ glColor4fv(col);
+
+ glBegin(GL_POINTS);
+ for (int j = 0; j < c.nrverts; ++j)
+ {
+ const int* v = &c.rverts[j*4];
+
+ float off = 0;
+ if (v[3] & RC_BORDER_VERTEX)
+ {
+ glColor4ub(255,255,255,255);
+ off = ch*2;
+ }
+ else
+ {
+ glColor4fv(col);
+ }
+
+ float fx = orig[0] + v[0]*cs;
+ float fy = orig[1] + (v[1]+1+(i&1))*ch + off;
+ float fz = orig[2] + v[2]*cs;
+ glVertex3f(fx,fy,fz);
+ }
+ glEnd();
+ }
+ glLineWidth(1.0f);
+ glPointSize(1.0f);
+}
+
+void rcDebugDrawContours(const rcContourSet& cset, const float alpha)
+{
+ const float* orig = cset.bmin;
+ const float cs = cset.cs;
+ const float ch = cset.ch;
+ float col[4] = { 1,1,1,1 };
+ glLineWidth(2.5f);
+ glPointSize(3.0f);
+ for (int i = 0; i < cset.nconts; ++i)
+ {
+ const rcContour& c = cset.conts[i];
+ intToCol(c.reg, col);
+ glColor4fv(col);
+
+ glBegin(GL_LINE_LOOP);
+ for (int j = 0; j < c.nverts; ++j)
+ {
+ const int* v = &c.verts[j*4];
+ float fx = orig[0] + v[0]*cs;
+ float fy = orig[1] + (v[1]+1+(i&1))*ch;
+ float fz = orig[2] + v[2]*cs;
+ glVertex3f(fx,fy,fz);
+ }
+ glEnd();
+
+ col[0] *= 0.5f;
+ col[1] *= 0.5f;
+ col[2] *= 0.5f;
+ glColor4fv(col);
+ glBegin(GL_POINTS);
+ for (int j = 0; j < c.nverts; ++j)
+ {
+ const int* v = &c.verts[j*4];
+ float off = 0;
+ if (v[3] & RC_BORDER_VERTEX)
+ {
+ glColor4ub(255,255,255,255);
+ off = ch*2;
+ }
+ else
+ {
+ glColor4fv(col);
+ }
+
+ float fx = orig[0] + v[0]*cs;
+ float fy = orig[1] + (v[1]+1+(i&1))*ch + off;
+ float fz = orig[2] + v[2]*cs;
+ glVertex3f(fx,fy,fz);
+ }
+ glEnd();
+ }
+ glLineWidth(1.0f);
+ glPointSize(1.0f);
+}
+
+void rcDebugDrawPolyMesh(const struct rcPolyMesh& mesh)
+{
+ const int nvp = mesh.nvp;
+ const float cs = mesh.cs;
+ const float ch = mesh.ch;
+ const float* orig = mesh.bmin;
+ float col[4] = {1,1,1,0.75f};
+ glBegin(GL_TRIANGLES);
+ for (int i = 0; i < mesh.npolys; ++i)
+ {
+ const unsigned short* p = &mesh.polys[i*nvp*2];
+ intToCol(i, col);
+ glColor4fv(col);
+ unsigned short vi[3];
+ for (int j = 2; j < nvp; ++j)
+ {
+ if (p[j] == 0xffff) break;
+ vi[0] = p[0];
+ vi[1] = p[j-1];
+ vi[2] = p[j];
+ for (int k = 0; k < 3; ++k)
+ {
+ const unsigned short* v = &mesh.verts[vi[k]*3];
+ const float x = orig[0] + v[0]*cs;
+ const float y = orig[1] + (v[1]+1)*ch;
+ const float z = orig[2] + v[2]*cs;
+ glVertex3f(x, y, z);
+ }
+ }
+ }
+ glEnd();
+
+ // Draw tri boundaries
+ glColor4ub(0,48,64,32);
+ glLineWidth(1.5f);
+ glBegin(GL_LINES);
+ for (int i = 0; i < mesh.npolys; ++i)
+ {
+ const unsigned short* poly = &mesh.polys[i*nvp*2];
+ for (int j = 0; j < nvp; ++j)
+ {
+ if (poly[j] == 0xffff) break;
+ if (poly[nvp+j] == 0xffff) continue;
+ int vi[2];
+ vi[0] = poly[j];
+ if (j+1 >= nvp || poly[j+1] == 0xffff)
+ vi[1] = poly[0];
+ else
+ vi[1] = poly[j+1];
+ for (int k = 0; k < 2; ++k)
+ {
+ const unsigned short* v = &mesh.verts[vi[k]*3];
+ const float x = orig[0] + v[0]*cs;
+ const float y = orig[1] + (v[1]+1)*ch + 0.1f;
+ const float z = orig[2] + v[2]*cs;
+ glVertex3f(x, y, z);
+ }
+ }
+ }
+ glEnd();
+
+ // Draw boundaries
+ glLineWidth(2.5f);
+ glColor4ub(0,48,64,220);
+ glBegin(GL_LINES);
+ for (int i = 0; i < mesh.npolys; ++i)
+ {
+ const unsigned short* poly = &mesh.polys[i*nvp*2];
+ for (int j = 0; j < nvp; ++j)
+ {
+ if (poly[j] == 0xffff) break;
+ if (poly[nvp+j] != 0xffff) continue;
+ int vi[2];
+ vi[0] = poly[j];
+ if (j+1 >= nvp || poly[j+1] == 0xffff)
+ vi[1] = poly[0];
+ else
+ vi[1] = poly[j+1];
+ for (int k = 0; k < 2; ++k)
+ {
+ const unsigned short* v = &mesh.verts[vi[k]*3];
+ const float x = orig[0] + v[0]*cs;
+ const float y = orig[1] + (v[1]+1)*ch + 0.1f;
+ const float z = orig[2] + v[2]*cs;
+ glVertex3f(x, y, z);
+ }
+ }
+ }
+ glEnd();
+ glLineWidth(1.0f);
+
+ glPointSize(3.0f);
+ glColor4ub(0,0,0,220);
+ glBegin(GL_POINTS);
+ for (int i = 0; i < mesh.nverts; ++i)
+ {
+ const unsigned short* v = &mesh.verts[i*3];
+ const float x = orig[0] + v[0]*cs;
+ const float y = orig[1] + (v[1]+1)*ch + 0.1f;
+ const float z = orig[2] + v[2]*cs;
+ glVertex3f(x, y, z);
+ }
+ glEnd();
+ glPointSize(1.0f);
+}
+
+void rcDebugDrawPolyMeshDetail(const struct rcPolyMeshDetail& dmesh)
+{
+ float col[4] = {1,1,1,0.75f};
+
+ glBegin(GL_TRIANGLES);
+ for (int i = 0; i < dmesh.nmeshes; ++i)
+ {
+ const unsigned short* m = &dmesh.meshes[i*4];
+ const unsigned short bverts = m[0];
+ const unsigned short btris = m[2];
+ const unsigned short ntris = m[3];
+ const float* verts = &dmesh.verts[bverts*3];
+ const unsigned char* tris = &dmesh.tris[btris*4];
+
+ intToCol(i, col);
+ glColor4fv(col);
+ for (int j = 0; j < ntris; ++j)
+ {
+ glVertex3fv(&verts[tris[j*4+0]*3]);
+ glVertex3fv(&verts[tris[j*4+1]*3]);
+ glVertex3fv(&verts[tris[j*4+2]*3]);
+ }
+ }
+ glEnd();
+
+ // Internal edges.
+ glLineWidth(1.0f);
+ glColor4ub(0,0,0,64);
+ glBegin(GL_LINES);
+ for (int i = 0; i < dmesh.nmeshes; ++i)
+ {
+ const unsigned short* m = &dmesh.meshes[i*4];
+ const unsigned short bverts = m[0];
+ const unsigned short btris = m[2];
+ const unsigned short ntris = m[3];
+ const float* verts = &dmesh.verts[bverts*3];
+ const unsigned char* tris = &dmesh.tris[btris*4];
+
+ for (int j = 0; j < ntris; ++j)
+ {
+ const unsigned char* t = &tris[j*4];
+ for (int k = 0, kp = 2; k < 3; kp=k++)
+ {
+ unsigned char ef = (t[3] >> (kp*2)) & 0x3;
+ if (ef == 0)
+ {
+ // Internal edge
+ if (t[kp] < t[k])
+ {
+ glVertex3fv(&verts[t[kp]*3]);
+ glVertex3fv(&verts[t[k]*3]);
+ }
+ }
+ }
+ }
+ }
+ glEnd();
+
+ // External edges.
+ glLineWidth(2.0f);
+ glColor4ub(0,0,0,64);
+ glBegin(GL_LINES);
+ for (int i = 0; i < dmesh.nmeshes; ++i)
+ {
+ const unsigned short* m = &dmesh.meshes[i*4];
+ const unsigned short bverts = m[0];
+ const unsigned short btris = m[2];
+ const unsigned short ntris = m[3];
+ const float* verts = &dmesh.verts[bverts*3];
+ const unsigned char* tris = &dmesh.tris[btris*4];
+
+ for (int j = 0; j < ntris; ++j)
+ {
+ const unsigned char* t = &tris[j*4];
+ for (int k = 0, kp = 2; k < 3; kp=k++)
+ {
+ unsigned char ef = (t[3] >> (kp*2)) & 0x3;
+ if (ef != 0)
+ {
+ // Ext edge
+ glVertex3fv(&verts[t[kp]*3]);
+ glVertex3fv(&verts[t[k]*3]);
+ }
+ }
+ }
+ }
+ glEnd();
+
+ glLineWidth(1.0f);
+
+ glPointSize(3.0f);
+ glBegin(GL_POINTS);
+ for (int i = 0; i < dmesh.nmeshes; ++i)
+ {
+ const unsigned short* m = &dmesh.meshes[i*4];
+ const unsigned short bverts = m[0];
+ const unsigned short nverts = m[1];
+ const float* verts = &dmesh.verts[bverts*3];
+ for (int j = 0; j < nverts; ++j)
+ {
+ glColor4ub(0,0,0,64);
+ glVertex3fv(&verts[j*3]);
+ }
+ }
+ glEnd();
+ glPointSize(1.0f);
+}