DotRecastNetSim/src/DotRecast.Recast.Demo/Tools/Gizmos/CapsuleGizmo.cs

80 lines
3.3 KiB
C#

using DotRecast.Recast.Demo.Draw;
using static DotRecast.Recast.RecastVectors;
using static DotRecast.Detour.DetourCommon;
using static DotRecast.Recast.Demo.Tools.Gizmos.GizmoHelper;
namespace DotRecast.Recast.Demo.Tools.Gizmos;
public class CapsuleGizmo : ColliderGizmo {
private readonly float[] vertices;
private readonly int[] triangles;
private readonly float[] center;
private readonly float[] gradient;
public CapsuleGizmo(float[] start, float[] end, float radius) {
center = new float[] { 0.5f * (start[0] + end[0]), 0.5f * (start[1] + end[1]),
0.5f * (start[2] + end[2]) };
float[] axis = new float[] { end[0] - start[0], end[1] - start[1], end[2] - start[2] };
float[][] normals = new float[3][];
normals[1] = new float[] { end[0] - start[0], end[1] - start[1], end[2] - start[2] };
normalize(normals[1]);
normals[0] = getSideVector(axis);
normals[2] = new float[3];
cross(normals[2], normals[0], normals[1]);
normalize(normals[2]);
triangles = generateSphericalTriangles();
float[] trX = new float[] { normals[0][0], normals[1][0], normals[2][0] };
float[] trY = new float[] { normals[0][1], normals[1][1], normals[2][1] };
float[] trZ = new float[] { normals[0][2], normals[1][2], normals[2][2] };
float[] spVertices = generateSphericalVertices();
float halfLength = 0.5f * vLen(axis);
vertices = new float[spVertices.Length];
gradient = new float[spVertices.Length / 3];
float[] v = new float[3];
for (int i = 0; i < spVertices.Length; i += 3) {
float offset = (i >= spVertices.Length / 2) ? -halfLength : halfLength;
float x = radius * spVertices[i];
float y = radius * spVertices[i + 1] + offset;
float z = radius * spVertices[i + 2];
vertices[i] = x * trX[0] + y * trX[1] + z * trX[2] + center[0];
vertices[i + 1] = x * trY[0] + y * trY[1] + z * trY[2] + center[1];
vertices[i + 2] = x * trZ[0] + y * trZ[1] + z * trZ[2] + center[2];
v[0] = vertices[i] - center[0];
v[1] = vertices[i + 1] - center[1];
v[2] = vertices[i + 2] - center[2];
normalize(v);
gradient[i / 3] = clamp(0.57735026f * (v[0] + v[1] + v[2]), -1, 1);
}
}
private float[] getSideVector(float[] axis) {
float[] side = { 1, 0, 0 };
if (axis[0] > 0.8) {
side = new float[] { 0, 0, 1 };
}
float[] forward = new float[3];
cross(forward, side, axis);
cross(side, axis, forward);
normalize(side);
return side;
}
public void render(RecastDebugDraw debugDraw) {
debugDraw.begin(DebugDrawPrimitives.TRIS);
for (int i = 0; i < triangles.Length; i += 3) {
for (int j = 0; j < 3; j++) {
int v = triangles[i + j] * 3;
float c = gradient[triangles[i + j]];
int col = DebugDraw.duLerpCol(DebugDraw.duRGBA(32, 32, 0, 160), DebugDraw.duRGBA(220, 220, 0, 160),
(int) (127 * (1 + c)));
debugDraw.vertex(vertices[v], vertices[v + 1], vertices[v + 2], col);
}
}
debugDraw.end();
}
}