infinipaint/src/DrawCollision.cpp

55 lines
2.3 KiB
C++

/*
* InfiniPaint
* Copyright (C) 2025-2026 Yousef Khadadeh
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "DrawCollision.hpp"
#include <include/core/SkPaint.h>
#include <include/core/SkPath.h>
#include <include/core/SkPathBuilder.h>
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) {
SkPathBuilder path;
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();
canvas->drawPath(path.detach(), p);
}
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);
}