78 btVector3(k_QGLGameViewport_WorldAxisLength, 0, 0), &QColor(255, 0, 0));
81 btVector3(0, k_QGLGameViewport_WorldAxisLength, 0), &QColor(0, 255, 0));
84 btVector3(0, 0, k_QGLGameViewport_WorldAxisLength), &QColor(0, 0, 255));
90 btScalar raw_matrix[16];
92 Matrix4 matrix(raw_matrix);
95 QObjectList children = node->children();
97 for (QObjectList::iterator it = children.begin();
101 if (gameobj_child != NULL) {
117 if (!
CDIRECTOR->currentGameScene()->dynamicsWorld()->getDebugDrawer()) {
119 CDIRECTOR->currentGameScene()->dynamicsWorld()->setDebugDrawer(m_bDebugDraw);
140 for (std::vector<CGameObject*>::iterator it =
CDIRECTOR->currentGameScene()->getGameObjects()->begin();
141 it !=
CDIRECTOR->currentGameScene()->getGameObjects()->end();
158 CDIRECTOR->currentGameScene()->dynamicsWorld()->debugDrawWorld();
159 glDisable(GL_DEPTH_TEST);
164 debug_drawer->
lines());
171 glEnable(GL_DEPTH_TEST);
178 CDIRECTOR->currentGameScene()->postUpdate();
188 for (ImagesMapType::const_iterator i = images_map->begin();
189 i != images_map->end();
192 if (img_detail->
texture == 0) {
194 GLuint texture_id = bindTexture(QPixmap(QString::fromStdString(fixed_filename)),
196 img_detail->
texture = texture_id;
207 "cameraToClipMatrix", QMatrix4x4());
210 btVector3(-k_QGLGameViewport_CrosshairXLength, 0, 0),
211 btVector3(k_QGLGameViewport_CrosshairXLength, 0, 0),
212 &QColor(255, 255, 255));
215 btVector3(0, -k_QGLGameViewport_CrosshairYLength, 0),
216 btVector3(0, k_QGLGameViewport_CrosshairYLength, 0),
217 &QColor(255, 255, 255));
virtual void drawCrosshair()
static bool drawDebugLines(QGLShaderProgram *program, std::map< QString, std::vector< bDebugDraw::LineInfo >> *lines)
virtual void drawWorldAxis()
virtual void drawGameObject(CGameObject *game_object)
const ImagesMapType * images() const
virtual void initializeGL()
std::map< QString, std::vector< LineInfo > > * lines()
void setColladaScene(CLScene *collada_scene)
virtual void customDraw()
virtual void drawSkybox()
void afterInitializeGL(QGLGameViewport *game_viewport)
std::map< std::string, CLImageDetails * > ImagesMapType
QGLShaderProgram * m_texturedProgram
CLScene * colladaScene() const
CLNode * getNodeHavingId(const std::string &node_id)
virtual void initializeGL()
static bool drawLine(QGLShaderProgram *program, btVector3 &from, btVector3 &to, QColor *color)
QGLGameViewport(CLScene *collada_scene, QGLWidget *shared_widget)
QGLShaderProgram * m_selectedProgram
static std::string getAssetsDirectory()
static bool drawNode(QGLShaderProgram *program, CLScene *collada_scene, CLNode *node, QColor *color)