// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #ifndef JPH_DEBUG_RENDERER #error This file should only be included when JPH_DEBUG_RENDERER is defined #endif // !JPH_DEBUG_RENDERER #include #include #include #include #include #include #include JPH_NAMESPACE_BEGIN class OrientedBox; /// Simple triangle renderer for debugging purposes. class DebugRenderer { public: JPH_OVERRIDE_NEW_DELETE /// Constructor DebugRenderer(); virtual ~DebugRenderer(); /// Draw line void DrawLine(Vec3Arg inFrom, Vec3Arg inTo, ColorArg inColor) { Float3 from, to; inFrom.StoreFloat3(&from); inTo.StoreFloat3(&to); DrawLine(from, to, inColor); } virtual void DrawLine(const Float3 &inFrom, const Float3 &inTo, ColorArg inColor) = 0; /// Draw wireframe box void DrawWireBox(const AABox &inBox, ColorArg inColor); void DrawWireBox(const OrientedBox &inBox, ColorArg inColor); void DrawWireBox(Mat44Arg inMatrix, const AABox &inBox, ColorArg inColor); /// Draw a marker on a position void DrawMarker(Vec3Arg inPosition, ColorArg inColor, float inSize); /// Draw an arrow void DrawArrow(Vec3Arg inFrom, Vec3Arg inTo, ColorArg inColor, float inSize); /// Draw coordinate system (3 arrows, x = red, y = green, z = blue) void DrawCoordinateSystem(Mat44Arg inTransform, float inSize = 1.0f); /// Draw a plane through inPoint with normal inNormal void DrawPlane(Vec3Arg inPoint, Vec3Arg inNormal, ColorArg inColor, float inSize); /// Draw wireframe triangle void DrawWireTriangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor); /// Draw a wireframe polygon template void DrawWirePolygon(const VERTEX_ARRAY &inVertices, ColorArg inColor, float inArrowSize = 0.0f) { for (typename VERTEX_ARRAY::size_type i = 0; i < inVertices.size(); ++i) DrawArrow(inVertices[i], inVertices[(i + 1) % inVertices.size()], inColor, inArrowSize); } template void DrawWirePolygon(Mat44Arg inTransform, const VERTEX_ARRAY &inVertices, ColorArg inColor, float inArrowSize = 0.0f) { for (typename VERTEX_ARRAY::size_type i = 0; i < inVertices.size(); ++i) DrawArrow(inTransform * inVertices[i], inTransform * inVertices[(i + 1) % inVertices.size()], inColor, inArrowSize); } /// Draw wireframe sphere void DrawWireSphere(Vec3Arg inCenter, float inRadius, ColorArg inColor, int inLevel = 3); void DrawWireUnitSphere(Mat44Arg inMatrix, ColorArg inColor, int inLevel = 3); /// Enum that determines if a shadow should be cast or not enum class ECastShadow { On, // This shape should cast a shadow Off // This shape should not cast a shadow }; /// Determines how triangles are drawn enum class EDrawMode { Solid, ///< Draw as a solid shape Wireframe, ///< Draw as wireframe }; /// Draw a single back face culled triangle without any shadows virtual void DrawTriangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor) = 0; /// Draw a box void DrawBox(const AABox &inBox, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); void DrawBox(Mat44Arg inMatrix, const AABox &inBox, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); /// Draw a sphere void DrawSphere(Vec3Arg inCenter, float inRadius, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); void DrawUnitSphere(Mat44Arg inMatrix, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); /// Draw a capsule with one half sphere at (0, -inHalfHeightOfCylinder, 0) and the other half sphere at (0, inHalfHeightOfCylinder, 0) and radius inRadius. /// The capsule will be transformed by inMatrix. void DrawCapsule(Mat44Arg inMatrix, float inHalfHeightOfCylinder, float inRadius, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); /// Draw a cylinder with top (0, inHalfHeight, 0) and bottom (0, -inHalfHeight, 0) and radius inRadius. /// The cylinder will be transformed by inMatrix void DrawCylinder(Mat44Arg inMatrix, float inHalfHeight, float inRadius, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); /// Draw a bottomless cone. /// @param inTop Top of cone, center of base is at inTop + inAxis. /// @param inAxis Height and direction of cone /// @param inPerpendicular Perpendicular vector to inAxis. /// @param inHalfAngle Specifies the cone angle in radians (angle measured between inAxis and cone surface). /// @param inLength The length of the cone. /// @param inColor Color to use for drawing the cone. /// @param inCastShadow determins if this geometry should cast a shadow or not. /// @param inDrawMode determines if we draw the geometry solid or in wireframe. void DrawOpenCone(Vec3Arg inTop, Vec3Arg inAxis, Vec3Arg inPerpendicular, float inHalfAngle, float inLength, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); /// Draws rotation limits as used by the SwingTwistConstraintPart. /// @param inMatrix Matrix that transforms from constraint space to world space /// @param inSwingYHalfAngle See SwingTwistConstraintPart /// @param inSwingZHalfAngle See SwingTwistConstraintPart /// @param inEdgeLength Size of the edge of the cone shape /// @param inColor Color to use for drawing the cone. /// @param inCastShadow determins if this geometry should cast a shadow or not. /// @param inDrawMode determines if we draw the geometry solid or in wireframe. void DrawSwingLimits(Mat44Arg inMatrix, float inSwingYHalfAngle, float inSwingZHalfAngle, float inEdgeLength, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); /// Draw a pie (part of a circle). /// @param inCenter The center of the circle. /// @param inRadius Radius of the circle. /// @param inNormal The plane normal in which the pie resides. /// @param inAxis The axis that defines an angle of 0 radians. /// @param inMinAngle The pie will be drawn between [inMinAngle, inMaxAngle] (in radians). /// @param inMaxAngle The pie will be drawn between [inMinAngle, inMaxAngle] (in radians). /// @param inColor Color to use for drawing the pie. /// @param inCastShadow determins if this geometry should cast a shadow or not. /// @param inDrawMode determines if we draw the geometry solid or in wireframe. void DrawPie(Vec3Arg inCenter, float inRadius, Vec3Arg inNormal, Vec3Arg inAxis, float inMinAngle, float inMaxAngle, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid); /// Singleton instance static DebugRenderer * sInstance; /// Vertex format used by the triangle renderer class Vertex { public: Float3 mPosition; Float3 mNormal; Float2 mUV; Color mColor; }; /// A single triangle class Triangle { public: Triangle() = default; Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor); Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor, Vec3Arg inUVOrigin, Vec3Arg inUVDirection); Vertex mV[3]; }; /// Handle for a batch of triangles using Batch = Ref; /// A single level of detail class LOD { public: Batch mTriangleBatch; float mDistance; }; /// A geometry primitive containing triangle batches for various lods class Geometry : public RefTarget { public: JPH_OVERRIDE_NEW_DELETE /// Constructor Geometry(const AABox &inBounds) : mBounds(inBounds) { } Geometry(const Batch &inBatch, const AABox &inBounds) : mBounds(inBounds) { mLODs.push_back({ inBatch, FLT_MAX }); } /// All level of details for this mesh Array mLODs; /// Bounding box that encapsulates all LODs AABox mBounds; }; /// Handle for a lodded triangle batch using GeometryRef = Ref; /// Calculate bounding box for a batch of triangles static AABox sCalculateBounds(const Vertex *inVertices, int inVertexCount); /// Create a batch of triangles that can be drawn efficiently virtual Batch CreateTriangleBatch(const Triangle *inTriangles, int inTriangleCount) = 0; virtual Batch CreateTriangleBatch(const Vertex *inVertices, int inVertexCount, const uint32 *inIndices, int inIndexCount) = 0; Batch CreateTriangleBatch(const Array &inTriangles) { return CreateTriangleBatch(inTriangles.empty()? nullptr : &inTriangles[0], (int)inTriangles.size()); } Batch CreateTriangleBatch(const Array &inVertices, const Array &inIndices) { return CreateTriangleBatch(inVertices.empty()? nullptr : &inVertices[0], (int)inVertices.size(), inIndices.empty()? nullptr : &inIndices[0], (int)inIndices.size()); } Batch CreateTriangleBatch(const VertexList &inVertices, const IndexedTriangleNoMaterialList &inTriangles); /// Create a primitive for a convex shape using its support function using SupportFunction = function; Batch CreateTriangleBatchForConvex(SupportFunction inGetSupport, int inLevel, AABox *outBounds = nullptr); GeometryRef CreateTriangleGeometryForConvex(SupportFunction inGetSupport); /// Determines which polygons are culled enum class ECullMode { CullBackFace, ///< Don't draw backfacing polygons CullFrontFace, ///< Don't draw front facing polygons Off ///< Don't do culling and draw both sides }; /// Draw some geometry /// @param inModelMatrix is the matrix that transforms the geometry to world space. /// @param inWorldSpaceBounds is the bounding box of the geometry after transforming it into world space. /// @param inLODScaleSq is the squared scale of the model matrix, it is multiplied with the LOD distances in inGeometry to calculate the real LOD distance (so a number > 1 will force a higher LOD). /// @param inModelColor is the color with which to multiply the vertex colors in inGeometry. /// @param inGeometry The geometry to draw. /// @param inCullMode determines which polygons are culled. /// @param inCastShadow determines if this geometry should cast a shadow or not. /// @param inDrawMode determines if we draw the geometry solid or in wireframe. virtual void DrawGeometry(Mat44Arg inModelMatrix, const AABox &inWorldSpaceBounds, float inLODScaleSq, ColorArg inModelColor, const GeometryRef &inGeometry, ECullMode inCullMode = ECullMode::CullBackFace, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid) = 0; void DrawGeometry(Mat44Arg inModelMatrix, ColorArg inModelColor, const GeometryRef &inGeometry, ECullMode inCullMode = ECullMode::CullBackFace, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid) { DrawGeometry(inModelMatrix, inGeometry->mBounds.Transformed(inModelMatrix), max(max(inModelMatrix.GetAxisX().LengthSq(), inModelMatrix.GetAxisY().LengthSq()), inModelMatrix.GetAxisZ().LengthSq()), inModelColor, inGeometry, inCullMode, inCastShadow, inDrawMode); } /// Draw text virtual void DrawText3D(Vec3Arg inPosition, const string_view &inString, ColorArg inColor = Color::sWhite, float inHeight = 0.5f) = 0; protected: /// Initialize the system, must be called from the constructor of the DebugRenderer implementation void Initialize(); private: /// Recursive helper function for DrawWireUnitSphere void DrawWireUnitSphereRecursive(Mat44Arg inMatrix, ColorArg inColor, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, int inLevel); /// Helper functions to create a box void CreateQuad(Array &ioIndices, Array &ioVertices, Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, Vec3Arg inV4); /// Helper functions to create a vertex and index buffer for a sphere void Create8thSphereRecursive(Array &ioIndices, Array &ioVertices, Vec3Arg inDir1, uint32 &ioIdx1, Vec3Arg inDir2, uint32 &ioIdx2, Vec3Arg inDir3, uint32 &ioIdx3, const Float2 &inUV, SupportFunction inGetSupport, int inLevel); void Create8thSphere(Array &ioIndices, Array &ioVertices, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, const Float2 &inUV, SupportFunction inGetSupport, int inLevel); // Predefined shapes GeometryRef mBox; GeometryRef mSphere; GeometryRef mCapsuleTop; GeometryRef mCapsuleMid; GeometryRef mCapsuleBottom; GeometryRef mOpenCone; GeometryRef mCylinder; struct SwingLimits { bool operator == (const SwingLimits &inRHS) const { return mSwingYHalfAngle == inRHS.mSwingYHalfAngle && mSwingZHalfAngle == inRHS.mSwingZHalfAngle; } float mSwingYHalfAngle; float mSwingZHalfAngle; }; JPH_MAKE_HASH_STRUCT(SwingLimits, SwingLimitsHasher, t.mSwingYHalfAngle, t.mSwingZHalfAngle) using SwingBatches = UnorderedMap; SwingBatches mSwingLimits; using PieBatces = UnorderedMap; PieBatces mPieLimits; }; JPH_NAMESPACE_END