infinipaint/src/DrawCollision.cpp

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#include "DrawCollision.hpp"
#include <include/core/SkPaint.h>
#include <include/core/SkPath.h>
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#include <include/core/SkPathBuilder.h>
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void draw_collider(SkCanvas* canvas, const DrawData& drawData, const SCollision::AABB<float>& aabb, const SkPaint& p) {
SkRect r = SkRect::MakeLTRB(aabb.min.x(), aabb.min.y(), aabb.max.x(), aabb.max.y());
canvas->drawRect(r, p);
}
void draw_collider(SkCanvas* canvas, const DrawData& drawData, const SCollision::Circle<float>& circle, const SkPaint& p) {
canvas->drawCircle(circle.pos.x(), circle.pos.y(), circle.radius, p);
}
void draw_collider(SkCanvas* canvas, const DrawData& drawData, const SCollision::Triangle<float>& triangle, const SkPaint& p) {
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SkPathBuilder path;
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path.moveTo(convert_vec2<SkPoint>(triangle.p[0]));
path.lineTo(convert_vec2<SkPoint>(triangle.p[1]));
path.lineTo(convert_vec2<SkPoint>(triangle.p[2]));
path.close();
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canvas->drawPath(path.detach(), p);
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}
void draw_collider(SkCanvas* canvas, const DrawData& drawData, const SCollision::ColliderCollection<float>& collection, const SkPaint& p) {
for(auto& aabb : collection.aabb)
draw_collider(canvas, drawData, aabb, p);
for(auto& circle : collection.circle)
draw_collider(canvas, drawData, circle, p);
for(auto& triangle : collection.triangle)
draw_collider(canvas, drawData, triangle, p);
}
void draw_collider(SkCanvas* canvas, const DrawData& drawData, const SCollision::BVHContainer<float>& bvh, const SkPaint& p) {
for(auto& child : bvh.children)
draw_collider(canvas, drawData, child, p);
draw_collider(canvas, drawData, bvh.objects, p);
}