using DotRecast.Core; using DotRecast.Recast.Demo.Draw; using static DotRecast.Core.RcMath; using static DotRecast.Recast.Demo.Tools.Gizmos.GizmoHelper; namespace DotRecast.Recast.Demo.Tools.Gizmos; public class CapsuleGizmo : IColliderGizmo { private readonly float[] vertices; private readonly int[] triangles; private readonly float[] center; private readonly float[] gradient; public CapsuleGizmo(RcVec3f start, RcVec3f end, float radius) { center = new float[] { 0.5f * (start.x + end.x), 0.5f * (start.y + end.y), 0.5f * (start.z + end.z) }; RcVec3f axis = RcVec3f.Of(end.x - start.x, end.y - start.y, end.z - start.z); RcVec3f[] normals = new RcVec3f[3]; normals[1] = RcVec3f.Of(end.x - start.x, end.y - start.y, end.z - start.z); RcVec3f.Normalize(ref normals[1]); normals[0] = GetSideVector(axis); normals[2] = RcVec3f.Zero; RcVec3f.Cross(ref normals[2], normals[0], normals[1]); RcVec3f.Normalize(ref normals[2]); triangles = GenerateSphericalTriangles(); var trX = RcVec3f.Of(normals[0].x, normals[1].x, normals[2].x); var trY = RcVec3f.Of(normals[0].y, normals[1].y, normals[2].y); var trZ = RcVec3f.Of(normals[0].z, normals[1].z, normals[2].z); float[] spVertices = GenerateSphericalVertices(); float halfLength = 0.5f * axis.Length(); vertices = new float[spVertices.Length]; gradient = new float[spVertices.Length / 3]; RcVec3f v = new RcVec3f(); 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.x + y * trX.y + z * trX.z + center[0]; vertices[i + 1] = x * trY.x + y * trY.y + z * trY.z + center[1]; vertices[i + 2] = x * trZ.x + y * trZ.y + z * trZ.z + center[2]; v.x = vertices[i] - center[0]; v.y = vertices[i + 1] - center[1]; v.z = vertices[i + 2] - center[2]; RcVec3f.Normalize(ref v); gradient[i / 3] = Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1); } } private RcVec3f GetSideVector(RcVec3f axis) { RcVec3f side = RcVec3f.Of(1, 0, 0); if (axis.x > 0.8) { side = RcVec3f.Of(0, 0, 1); } RcVec3f forward = new RcVec3f(); RcVec3f.Cross(ref forward, side, axis); RcVec3f.Cross(ref side, axis, forward); RcVec3f.Normalize(ref 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(); } }