DebugRenderer.cpp 35 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <Jolt/Jolt.h>
  4. #ifdef JPH_DEBUG_RENDERER
  5. #include <Jolt/Renderer/DebugRenderer.h>
  6. #include <Jolt/Core/Profiler.h>
  7. #include <Jolt/Geometry/OrientedBox.h>
  8. JPH_NAMESPACE_BEGIN
  9. DebugRenderer *DebugRenderer::sInstance = nullptr;
  10. // Number of LOD levels to create
  11. static const int sMaxLevel = 4;
  12. // Distance for each LOD level, these are tweaked for an object of approx. size 1. Use the lod scale to scale these distances.
  13. static const float sLODDistanceForLevel[] = { 5.0f, 10.0f, 40.0f, FLT_MAX };
  14. DebugRenderer::Triangle::Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor)
  15. {
  16. // Set position
  17. inV1.StoreFloat3(&mV[0].mPosition);
  18. inV2.StoreFloat3(&mV[1].mPosition);
  19. inV3.StoreFloat3(&mV[2].mPosition);
  20. // Set color
  21. mV[0].mColor = mV[1].mColor = mV[2].mColor = inColor;
  22. // Calculate normal
  23. Vec3 normal = (inV2 - inV1).Cross(inV3 - inV1);
  24. float normal_len = normal.Length();
  25. if (normal_len > 0.0f)
  26. normal /= normal_len;
  27. Float3 normal3;
  28. normal.StoreFloat3(&normal3);
  29. mV[0].mNormal = mV[1].mNormal = mV[2].mNormal = normal3;
  30. // Reset UV's
  31. mV[0].mUV = mV[1].mUV = mV[2].mUV = { 0, 0 };
  32. }
  33. DebugRenderer::Triangle::Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor, Vec3Arg inUVOrigin, Vec3Arg inUVDirection)
  34. {
  35. // Set position
  36. inV1.StoreFloat3(&mV[0].mPosition);
  37. inV2.StoreFloat3(&mV[1].mPosition);
  38. inV3.StoreFloat3(&mV[2].mPosition);
  39. // Set color
  40. mV[0].mColor = mV[1].mColor = mV[2].mColor = inColor;
  41. // Calculate normal
  42. Vec3 normal = (inV2 - inV1).Cross(inV3 - inV1).Normalized();
  43. Float3 normal3;
  44. normal.StoreFloat3(&normal3);
  45. mV[0].mNormal = mV[1].mNormal = mV[2].mNormal = normal3;
  46. // Set UV's
  47. Vec3 uv1 = inV1 - inUVOrigin;
  48. Vec3 uv2 = inV2 - inUVOrigin;
  49. Vec3 uv3 = inV3 - inUVOrigin;
  50. Vec3 axis2 = normal.Cross(inUVDirection);
  51. mV[0].mUV = { inUVDirection.Dot(uv1), axis2.Dot(uv1) };
  52. mV[1].mUV = { inUVDirection.Dot(uv2), axis2.Dot(uv2) };
  53. mV[2].mUV = { inUVDirection.Dot(uv3), axis2.Dot(uv3) };
  54. }
  55. DebugRenderer::DebugRenderer()
  56. {
  57. // Store singleton
  58. JPH_ASSERT(sInstance == nullptr);
  59. sInstance = this;
  60. }
  61. DebugRenderer::~DebugRenderer()
  62. {
  63. JPH_ASSERT(sInstance == this);
  64. sInstance = nullptr;
  65. }
  66. void DebugRenderer::DrawWireBox(const AABox &inBox, ColorArg inColor)
  67. {
  68. JPH_PROFILE_FUNCTION();
  69. // 8 vertices
  70. Float3 v1(inBox.mMin.GetX(), inBox.mMin.GetY(), inBox.mMin.GetZ());
  71. Float3 v2(inBox.mMin.GetX(), inBox.mMin.GetY(), inBox.mMax.GetZ());
  72. Float3 v3(inBox.mMin.GetX(), inBox.mMax.GetY(), inBox.mMin.GetZ());
  73. Float3 v4(inBox.mMin.GetX(), inBox.mMax.GetY(), inBox.mMax.GetZ());
  74. Float3 v5(inBox.mMax.GetX(), inBox.mMin.GetY(), inBox.mMin.GetZ());
  75. Float3 v6(inBox.mMax.GetX(), inBox.mMin.GetY(), inBox.mMax.GetZ());
  76. Float3 v7(inBox.mMax.GetX(), inBox.mMax.GetY(), inBox.mMin.GetZ());
  77. Float3 v8(inBox.mMax.GetX(), inBox.mMax.GetY(), inBox.mMax.GetZ());
  78. // 12 edges
  79. DrawLine(v1, v2, inColor);
  80. DrawLine(v1, v3, inColor);
  81. DrawLine(v1, v5, inColor);
  82. DrawLine(v2, v4, inColor);
  83. DrawLine(v2, v6, inColor);
  84. DrawLine(v3, v4, inColor);
  85. DrawLine(v3, v7, inColor);
  86. DrawLine(v4, v8, inColor);
  87. DrawLine(v5, v6, inColor);
  88. DrawLine(v5, v7, inColor);
  89. DrawLine(v6, v8, inColor);
  90. DrawLine(v7, v8, inColor);
  91. }
  92. void DebugRenderer::DrawWireBox(const OrientedBox &inBox, ColorArg inColor)
  93. {
  94. JPH_PROFILE_FUNCTION();
  95. // 8 vertices
  96. Vec3 v1 = inBox.mOrientation * Vec3(-inBox.mHalfExtents.GetX(), -inBox.mHalfExtents.GetY(), -inBox.mHalfExtents.GetZ());
  97. Vec3 v2 = inBox.mOrientation * Vec3(-inBox.mHalfExtents.GetX(), -inBox.mHalfExtents.GetY(), inBox.mHalfExtents.GetZ());
  98. Vec3 v3 = inBox.mOrientation * Vec3(-inBox.mHalfExtents.GetX(), inBox.mHalfExtents.GetY(), -inBox.mHalfExtents.GetZ());
  99. Vec3 v4 = inBox.mOrientation * Vec3(-inBox.mHalfExtents.GetX(), inBox.mHalfExtents.GetY(), inBox.mHalfExtents.GetZ());
  100. Vec3 v5 = inBox.mOrientation * Vec3(inBox.mHalfExtents.GetX(), -inBox.mHalfExtents.GetY(), -inBox.mHalfExtents.GetZ());
  101. Vec3 v6 = inBox.mOrientation * Vec3(inBox.mHalfExtents.GetX(), -inBox.mHalfExtents.GetY(), inBox.mHalfExtents.GetZ());
  102. Vec3 v7 = inBox.mOrientation * Vec3(inBox.mHalfExtents.GetX(), inBox.mHalfExtents.GetY(), -inBox.mHalfExtents.GetZ());
  103. Vec3 v8 = inBox.mOrientation * Vec3(inBox.mHalfExtents.GetX(), inBox.mHalfExtents.GetY(), inBox.mHalfExtents.GetZ());
  104. // 12 edges
  105. DrawLine(v1, v2, inColor);
  106. DrawLine(v1, v3, inColor);
  107. DrawLine(v1, v5, inColor);
  108. DrawLine(v2, v4, inColor);
  109. DrawLine(v2, v6, inColor);
  110. DrawLine(v3, v4, inColor);
  111. DrawLine(v3, v7, inColor);
  112. DrawLine(v4, v8, inColor);
  113. DrawLine(v5, v6, inColor);
  114. DrawLine(v5, v7, inColor);
  115. DrawLine(v6, v8, inColor);
  116. DrawLine(v7, v8, inColor);
  117. }
  118. void DebugRenderer::DrawWireBox(Mat44Arg inMatrix, const AABox &inBox, ColorArg inColor)
  119. {
  120. JPH_PROFILE_FUNCTION();
  121. // 8 vertices
  122. Vec3 v1 = inMatrix * Vec3(inBox.mMin.GetX(), inBox.mMin.GetY(), inBox.mMin.GetZ());
  123. Vec3 v2 = inMatrix * Vec3(inBox.mMin.GetX(), inBox.mMin.GetY(), inBox.mMax.GetZ());
  124. Vec3 v3 = inMatrix * Vec3(inBox.mMin.GetX(), inBox.mMax.GetY(), inBox.mMin.GetZ());
  125. Vec3 v4 = inMatrix * Vec3(inBox.mMin.GetX(), inBox.mMax.GetY(), inBox.mMax.GetZ());
  126. Vec3 v5 = inMatrix * Vec3(inBox.mMax.GetX(), inBox.mMin.GetY(), inBox.mMin.GetZ());
  127. Vec3 v6 = inMatrix * Vec3(inBox.mMax.GetX(), inBox.mMin.GetY(), inBox.mMax.GetZ());
  128. Vec3 v7 = inMatrix * Vec3(inBox.mMax.GetX(), inBox.mMax.GetY(), inBox.mMin.GetZ());
  129. Vec3 v8 = inMatrix * Vec3(inBox.mMax.GetX(), inBox.mMax.GetY(), inBox.mMax.GetZ());
  130. // 12 edges
  131. DrawLine(v1, v2, inColor);
  132. DrawLine(v1, v3, inColor);
  133. DrawLine(v1, v5, inColor);
  134. DrawLine(v2, v4, inColor);
  135. DrawLine(v2, v6, inColor);
  136. DrawLine(v3, v4, inColor);
  137. DrawLine(v3, v7, inColor);
  138. DrawLine(v4, v8, inColor);
  139. DrawLine(v5, v6, inColor);
  140. DrawLine(v5, v7, inColor);
  141. DrawLine(v6, v8, inColor);
  142. DrawLine(v7, v8, inColor);
  143. }
  144. void DebugRenderer::DrawMarker(Vec3Arg inPosition, ColorArg inColor, float inSize)
  145. {
  146. JPH_PROFILE_FUNCTION();
  147. Vec3 dx(inSize, 0, 0);
  148. Vec3 dy(0, inSize, 0);
  149. Vec3 dz(0, 0, inSize);
  150. DrawLine(inPosition - dy, inPosition + dy, inColor);
  151. DrawLine(inPosition - dx, inPosition + dx, inColor);
  152. DrawLine(inPosition - dz, inPosition + dz, inColor);
  153. }
  154. void DebugRenderer::DrawArrow(Vec3Arg inFrom, Vec3Arg inTo, ColorArg inColor, float inSize)
  155. {
  156. JPH_PROFILE_FUNCTION();
  157. // Draw base line
  158. DrawLine(inFrom, inTo, inColor);
  159. if (inSize > 0.0f)
  160. {
  161. // Draw arrow head
  162. Vec3 dir = inTo - inFrom;
  163. float len = dir.Length();
  164. if (len != 0.0f)
  165. dir = dir * (inSize / len);
  166. else
  167. dir = Vec3(inSize, 0, 0);
  168. Vec3 perp = inSize * dir.GetNormalizedPerpendicular();
  169. DrawLine(inTo - dir + perp, inTo, inColor);
  170. DrawLine(inTo - dir - perp, inTo, inColor);
  171. }
  172. }
  173. void DebugRenderer::DrawCoordinateSystem(Mat44Arg inTransform, float inSize)
  174. {
  175. JPH_PROFILE_FUNCTION();
  176. DrawArrow(inTransform.GetTranslation(), inTransform * Vec3(inSize, 0, 0), Color::sRed, 0.1f * inSize);
  177. DrawArrow(inTransform.GetTranslation(), inTransform * Vec3(0, inSize, 0), Color::sGreen, 0.1f * inSize);
  178. DrawArrow(inTransform.GetTranslation(), inTransform * Vec3(0, 0, inSize), Color::sBlue, 0.1f * inSize);
  179. }
  180. void DebugRenderer::DrawPlane(Vec3Arg inPoint, Vec3Arg inNormal, ColorArg inColor, float inSize)
  181. {
  182. // Create orthogonal basis
  183. Vec3 perp1 = inNormal.Cross(Vec3::sAxisY()).NormalizedOr(Vec3::sAxisX());
  184. Vec3 perp2 = perp1.Cross(inNormal).Normalized();
  185. perp1 = inNormal.Cross(perp2);
  186. // Calculate corners
  187. Vec3 corner1 = inPoint + inSize * (perp1 + perp2);
  188. Vec3 corner2 = inPoint + inSize * (perp1 - perp2);
  189. Vec3 corner3 = inPoint + inSize * (-perp1 - perp2);
  190. Vec3 corner4 = inPoint + inSize * (-perp1 + perp2);
  191. // Draw cross
  192. DrawLine(corner1, corner3, inColor);
  193. DrawLine(corner2, corner4, inColor);
  194. // Draw square
  195. DrawLine(corner1, corner2, inColor);
  196. DrawLine(corner2, corner3, inColor);
  197. DrawLine(corner3, corner4, inColor);
  198. DrawLine(corner4, corner1, inColor);
  199. // Draw normal
  200. DrawArrow(inPoint, inPoint + inSize * inNormal, inColor, 0.1f * inSize);
  201. }
  202. void DebugRenderer::DrawWireTriangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor)
  203. {
  204. JPH_PROFILE_FUNCTION();
  205. DrawLine(inV1, inV2, inColor);
  206. DrawLine(inV2, inV3, inColor);
  207. DrawLine(inV3, inV1, inColor);
  208. }
  209. void DebugRenderer::DrawWireSphere(Vec3Arg inCenter, float inRadius, ColorArg inColor, int inLevel)
  210. {
  211. Mat44 matrix = Mat44::sTranslation(inCenter) * Mat44::sScale(inRadius);
  212. DrawWireUnitSphere(matrix, inColor, inLevel);
  213. }
  214. void DebugRenderer::DrawWireUnitSphere(Mat44Arg inMatrix, ColorArg inColor, int inLevel)
  215. {
  216. JPH_PROFILE_FUNCTION();
  217. DrawWireUnitSphereRecursive(inMatrix, inColor, Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ(), inLevel);
  218. DrawWireUnitSphereRecursive(inMatrix, inColor, -Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ(), inLevel);
  219. DrawWireUnitSphereRecursive(inMatrix, inColor, Vec3::sAxisX(), -Vec3::sAxisY(), Vec3::sAxisZ(), inLevel);
  220. DrawWireUnitSphereRecursive(inMatrix, inColor, -Vec3::sAxisX(), -Vec3::sAxisY(), Vec3::sAxisZ(), inLevel);
  221. DrawWireUnitSphereRecursive(inMatrix, inColor, Vec3::sAxisX(), Vec3::sAxisY(), -Vec3::sAxisZ(), inLevel);
  222. DrawWireUnitSphereRecursive(inMatrix, inColor, -Vec3::sAxisX(), Vec3::sAxisY(), -Vec3::sAxisZ(), inLevel);
  223. DrawWireUnitSphereRecursive(inMatrix, inColor, Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), inLevel);
  224. DrawWireUnitSphereRecursive(inMatrix, inColor, -Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), inLevel);
  225. }
  226. void DebugRenderer::DrawWireUnitSphereRecursive(Mat44Arg inMatrix, ColorArg inColor, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, int inLevel)
  227. {
  228. if (inLevel == 0)
  229. {
  230. Vec3 d1 = inMatrix * inDir1;
  231. Vec3 d2 = inMatrix * inDir2;
  232. Vec3 d3 = inMatrix * inDir3;
  233. DrawLine(d1, d2, inColor);
  234. DrawLine(d2, d3, inColor);
  235. DrawLine(d3, d1, inColor);
  236. }
  237. else
  238. {
  239. Vec3 center1 = (inDir1 + inDir2).Normalized();
  240. Vec3 center2 = (inDir2 + inDir3).Normalized();
  241. Vec3 center3 = (inDir3 + inDir1).Normalized();
  242. DrawWireUnitSphereRecursive(inMatrix, inColor, inDir1, center1, center3, inLevel - 1);
  243. DrawWireUnitSphereRecursive(inMatrix, inColor, center1, center2, center3, inLevel - 1);
  244. DrawWireUnitSphereRecursive(inMatrix, inColor, center1, inDir2, center2, inLevel - 1);
  245. DrawWireUnitSphereRecursive(inMatrix, inColor, center3, center2, inDir3, inLevel - 1);
  246. }
  247. }
  248. void DebugRenderer::Create8thSphereRecursive(Array<uint32> &ioIndices, Array<Vertex> &ioVertices, Vec3Arg inDir1, uint32 &ioIdx1, Vec3Arg inDir2, uint32 &ioIdx2, Vec3Arg inDir3, uint32 &ioIdx3, const Float2 &inUV, SupportFunction inGetSupport, int inLevel)
  249. {
  250. if (inLevel == 0)
  251. {
  252. if (ioIdx1 == 0xffffffff)
  253. {
  254. ioIdx1 = (uint32)ioVertices.size();
  255. Float3 position, normal;
  256. inGetSupport(inDir1).StoreFloat3(&position);
  257. inDir1.StoreFloat3(&normal);
  258. ioVertices.push_back({ position, normal, inUV, Color::sWhite });
  259. }
  260. if (ioIdx2 == 0xffffffff)
  261. {
  262. ioIdx2 = (uint32)ioVertices.size();
  263. Float3 position, normal;
  264. inGetSupport(inDir2).StoreFloat3(&position);
  265. inDir2.StoreFloat3(&normal);
  266. ioVertices.push_back({ position, normal, inUV, Color::sWhite });
  267. }
  268. if (ioIdx3 == 0xffffffff)
  269. {
  270. ioIdx3 = (uint32)ioVertices.size();
  271. Float3 position, normal;
  272. inGetSupport(inDir3).StoreFloat3(&position);
  273. inDir3.StoreFloat3(&normal);
  274. ioVertices.push_back({ position, normal, inUV, Color::sWhite });
  275. }
  276. ioIndices.push_back(ioIdx1);
  277. ioIndices.push_back(ioIdx2);
  278. ioIndices.push_back(ioIdx3);
  279. }
  280. else
  281. {
  282. Vec3 center1 = (inDir1 + inDir2).Normalized();
  283. Vec3 center2 = (inDir2 + inDir3).Normalized();
  284. Vec3 center3 = (inDir3 + inDir1).Normalized();
  285. uint32 idx1 = 0xffffffff;
  286. uint32 idx2 = 0xffffffff;
  287. uint32 idx3 = 0xffffffff;
  288. Create8thSphereRecursive(ioIndices, ioVertices, inDir1, ioIdx1, center1, idx1, center3, idx3, inUV, inGetSupport, inLevel - 1);
  289. Create8thSphereRecursive(ioIndices, ioVertices, center1, idx1, center2, idx2, center3, idx3, inUV, inGetSupport, inLevel - 1);
  290. Create8thSphereRecursive(ioIndices, ioVertices, center1, idx1, inDir2, ioIdx2, center2, idx2, inUV, inGetSupport, inLevel - 1);
  291. Create8thSphereRecursive(ioIndices, ioVertices, center3, idx3, center2, idx2, inDir3, ioIdx3, inUV, inGetSupport, inLevel - 1);
  292. }
  293. }
  294. void DebugRenderer::Create8thSphere(Array<uint32> &ioIndices, Array<Vertex> &ioVertices, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, const Float2 &inUV, SupportFunction inGetSupport, int inLevel)
  295. {
  296. uint32 idx1 = 0xffffffff;
  297. uint32 idx2 = 0xffffffff;
  298. uint32 idx3 = 0xffffffff;
  299. Create8thSphereRecursive(ioIndices, ioVertices, inDir1, idx1, inDir2, idx2, inDir3, idx3, inUV, inGetSupport, inLevel);
  300. }
  301. void DebugRenderer::CreateQuad(Array<uint32> &ioIndices, Array<Vertex> &ioVertices, Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, Vec3Arg inV4)
  302. {
  303. // Make room
  304. uint32 start_idx = uint32(ioVertices.size());
  305. ioVertices.resize(start_idx + 4);
  306. Vertex *vertices = &ioVertices[start_idx];
  307. // Set position
  308. inV1.StoreFloat3(&vertices[0].mPosition);
  309. inV2.StoreFloat3(&vertices[1].mPosition);
  310. inV3.StoreFloat3(&vertices[2].mPosition);
  311. inV4.StoreFloat3(&vertices[3].mPosition);
  312. // Set color
  313. vertices[0].mColor = vertices[1].mColor = vertices[2].mColor = vertices[3].mColor = Color::sWhite;
  314. // Calculate normal
  315. Vec3 normal = (inV2 - inV1).Cross(inV3 - inV1).Normalized();
  316. Float3 normal3;
  317. normal.StoreFloat3(&normal3);
  318. vertices[0].mNormal = vertices[1].mNormal = vertices[2].mNormal = vertices[3].mNormal = normal3;
  319. // Set UV's
  320. vertices[0].mUV = { 0, 0 };
  321. vertices[1].mUV = { 2, 0 };
  322. vertices[2].mUV = { 2, 2 };
  323. vertices[3].mUV = { 0, 2 };
  324. // Set indices
  325. ioIndices.push_back(start_idx);
  326. ioIndices.push_back(start_idx + 1);
  327. ioIndices.push_back(start_idx + 2);
  328. ioIndices.push_back(start_idx);
  329. ioIndices.push_back(start_idx + 2);
  330. ioIndices.push_back(start_idx + 3);
  331. }
  332. void DebugRenderer::Initialize()
  333. {
  334. // Box
  335. {
  336. Array<Vertex> box_vertices;
  337. Array<uint32> box_indices;
  338. // Get corner points
  339. Vec3 v0 = Vec3(-1, 1, -1);
  340. Vec3 v1 = Vec3( 1, 1, -1);
  341. Vec3 v2 = Vec3( 1, 1, 1);
  342. Vec3 v3 = Vec3(-1, 1, 1);
  343. Vec3 v4 = Vec3(-1, -1, -1);
  344. Vec3 v5 = Vec3( 1, -1, -1);
  345. Vec3 v6 = Vec3( 1, -1, 1);
  346. Vec3 v7 = Vec3(-1, -1, 1);
  347. // Top
  348. CreateQuad(box_indices, box_vertices, v0, v3, v2, v1);
  349. // Bottom
  350. CreateQuad(box_indices, box_vertices, v4, v5, v6, v7);
  351. // Left
  352. CreateQuad(box_indices, box_vertices, v0, v4, v7, v3);
  353. // Right
  354. CreateQuad(box_indices, box_vertices, v2, v6, v5, v1);
  355. // Front
  356. CreateQuad(box_indices, box_vertices, v3, v7, v6, v2);
  357. // Back
  358. CreateQuad(box_indices, box_vertices, v0, v1, v5, v4);
  359. mBox = new Geometry(CreateTriangleBatch(box_vertices, box_indices), AABox(Vec3(-1, -1, -1), Vec3(1, 1, 1)));
  360. }
  361. // Support function that returns a unit sphere
  362. auto sphere_support = [](Vec3Arg inDirection) { return inDirection; };
  363. // Construct geometries
  364. mSphere = new Geometry(AABox(Vec3(-1, -1, -1), Vec3(1, 1, 1)));
  365. mCapsuleBottom = new Geometry(AABox(Vec3(-1, -1, -1), Vec3(1, 0, 1)));
  366. mCapsuleTop = new Geometry(AABox(Vec3(-1, 0, -1), Vec3(1, 1, 1)));
  367. mCapsuleMid = new Geometry(AABox(Vec3(-1, -1, -1), Vec3(1, 1, 1)));
  368. mOpenCone = new Geometry(AABox(Vec3(-1, 0, -1), Vec3(1, 1, 1)));
  369. mCylinder = new Geometry(AABox(Vec3(-1, -1, -1), Vec3(1, 1, 1)));
  370. // Iterate over levels
  371. for (int level = sMaxLevel; level >= 1; --level)
  372. {
  373. // Determine at which distance this level should be active
  374. float distance = sLODDistanceForLevel[sMaxLevel - level];
  375. // Sphere
  376. mSphere->mLODs.push_back({ CreateTriangleBatchForConvex(sphere_support, level), distance });
  377. // Capsule bottom half sphere
  378. {
  379. Array<Vertex> capsule_bottom_vertices;
  380. Array<uint32> capsule_bottom_indices;
  381. Create8thSphere(capsule_bottom_indices, capsule_bottom_vertices, -Vec3::sAxisX(), -Vec3::sAxisY(), Vec3::sAxisZ(), Float2(0.25f, 0.25f), sphere_support, level);
  382. Create8thSphere(capsule_bottom_indices, capsule_bottom_vertices, -Vec3::sAxisY(), Vec3::sAxisX(), Vec3::sAxisZ(), Float2(0.25f, 0.75f), sphere_support, level);
  383. Create8thSphere(capsule_bottom_indices, capsule_bottom_vertices, Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), Float2(0.25f, 0.25f), sphere_support, level);
  384. Create8thSphere(capsule_bottom_indices, capsule_bottom_vertices, -Vec3::sAxisY(), -Vec3::sAxisX(), -Vec3::sAxisZ(), Float2(0.25f, 0.75f), sphere_support, level);
  385. mCapsuleBottom->mLODs.push_back({ CreateTriangleBatch(capsule_bottom_vertices, capsule_bottom_indices), distance });
  386. }
  387. // Capsule top half sphere
  388. {
  389. Array<Vertex> capsule_top_vertices;
  390. Array<uint32> capsule_top_indices;
  391. Create8thSphere(capsule_top_indices, capsule_top_vertices, Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ(), Float2(0.25f, 0.75f), sphere_support, level);
  392. Create8thSphere(capsule_top_indices, capsule_top_vertices, Vec3::sAxisY(), -Vec3::sAxisX(), Vec3::sAxisZ(), Float2(0.25f, 0.25f), sphere_support, level);
  393. Create8thSphere(capsule_top_indices, capsule_top_vertices, Vec3::sAxisY(), Vec3::sAxisX(), -Vec3::sAxisZ(), Float2(0.25f, 0.25f), sphere_support, level);
  394. Create8thSphere(capsule_top_indices, capsule_top_vertices, -Vec3::sAxisX(), Vec3::sAxisY(), -Vec3::sAxisZ(), Float2(0.25f, 0.75f), sphere_support, level);
  395. mCapsuleTop->mLODs.push_back({ CreateTriangleBatch(capsule_top_vertices, capsule_top_indices), distance });
  396. }
  397. // Capsule middle part
  398. {
  399. Array<Vertex> capsule_mid_vertices;
  400. Array<uint32> capsule_mid_indices;
  401. for (int q = 0; q < 4; ++q)
  402. {
  403. Float2 uv = (q & 1) == 0? Float2(0.25f, 0.25f) : Float2(0.25f, 0.75f);
  404. uint32 start_idx = (uint32)capsule_mid_vertices.size();
  405. int num_parts = 1 << level;
  406. for (int i = 0; i <= num_parts; ++i)
  407. {
  408. float angle = 0.5f * JPH_PI * (float(q) + float(i) / num_parts);
  409. float s = Sin(angle);
  410. float c = Cos(angle);
  411. Float3 vt(s, 1.0f, c);
  412. Float3 vb(s, -1.0f, c);
  413. Float3 n(s, 0, c);
  414. capsule_mid_vertices.push_back({ vt, n, uv, Color::sWhite });
  415. capsule_mid_vertices.push_back({ vb, n, uv, Color::sWhite });
  416. }
  417. for (int i = 0; i < num_parts; ++i)
  418. {
  419. uint32 start = start_idx + 2 * i;
  420. capsule_mid_indices.push_back(start);
  421. capsule_mid_indices.push_back(start + 1);
  422. capsule_mid_indices.push_back(start + 3);
  423. capsule_mid_indices.push_back(start);
  424. capsule_mid_indices.push_back(start + 3);
  425. capsule_mid_indices.push_back(start + 2);
  426. }
  427. }
  428. mCapsuleMid->mLODs.push_back({ CreateTriangleBatch(capsule_mid_vertices, capsule_mid_indices), distance });
  429. }
  430. // Open cone
  431. {
  432. Array<Vertex> open_cone_vertices;
  433. Array<uint32> open_cone_indices;
  434. for (int q = 0; q < 4; ++q)
  435. {
  436. Float2 uv = (q & 1) == 0? Float2(0.25f, 0.25f) : Float2(0.25f, 0.75f);
  437. uint32 start_idx = (uint32)open_cone_vertices.size();
  438. int num_parts = 2 << level;
  439. Float3 vt(0, 0, 0);
  440. for (int i = 0; i <= num_parts; ++i)
  441. {
  442. // Calculate bottom vertex
  443. float angle = 0.5f * JPH_PI * (float(q) + float(i) / num_parts);
  444. float s = Sin(angle);
  445. float c = Cos(angle);
  446. Float3 vb(s, 1.0f, c);
  447. // Calculate normal
  448. // perpendicular = Y cross vb (perpendicular to the plane in which 0, y and vb exists)
  449. // normal = perpendicular cross vb (normal to the edge 0 vb)
  450. Vec3 normal = Vec3(s, -Square(s) - Square(c), c).Normalized();
  451. Float3 n; normal.StoreFloat3(&n);
  452. open_cone_vertices.push_back({ vt, n, uv, Color::sWhite });
  453. open_cone_vertices.push_back({ vb, n, uv, Color::sWhite });
  454. }
  455. for (int i = 0; i < num_parts; ++i)
  456. {
  457. uint32 start = start_idx + 2 * i;
  458. open_cone_indices.push_back(start);
  459. open_cone_indices.push_back(start + 1);
  460. open_cone_indices.push_back(start + 3);
  461. }
  462. }
  463. mOpenCone->mLODs.push_back({ CreateTriangleBatch(open_cone_vertices, open_cone_indices), distance });
  464. }
  465. // Cylinder
  466. {
  467. Array<Vertex> cylinder_vertices;
  468. Array<uint32> cylinder_indices;
  469. for (int q = 0; q < 4; ++q)
  470. {
  471. Float2 uv = (q & 1) == 0? Float2(0.25f, 0.75f) : Float2(0.25f, 0.25f);
  472. uint32 center_start_idx = (uint32)cylinder_vertices.size();
  473. Float3 nt(0.0f, 1.0f, 0.0f);
  474. Float3 nb(0.0f, -1.0f, 0.0f);
  475. cylinder_vertices.push_back({ Float3(0.0f, 1.0f, 0.0f), nt, uv, Color::sWhite });
  476. cylinder_vertices.push_back({ Float3(0.0f, -1.0f, 0.0f), nb, uv, Color::sWhite });
  477. uint32 vtx_start_idx = (uint32)cylinder_vertices.size();
  478. int num_parts = 1 << level;
  479. for (int i = 0; i <= num_parts; ++i)
  480. {
  481. float angle = 0.5f * JPH_PI * (float(q) + float(i) / num_parts);
  482. float s = Sin(angle);
  483. float c = Cos(angle);
  484. Float3 vt(s, 1.0f, c);
  485. Float3 vb(s, -1.0f, c);
  486. Float3 n(s, 0, c);
  487. cylinder_vertices.push_back({ vt, nt, uv, Color::sWhite });
  488. cylinder_vertices.push_back({ vb, nb, uv, Color::sWhite });
  489. cylinder_vertices.push_back({ vt, n, uv, Color::sWhite });
  490. cylinder_vertices.push_back({ vb, n, uv, Color::sWhite });
  491. }
  492. for (int i = 0; i < num_parts; ++i)
  493. {
  494. uint32 start = vtx_start_idx + 4 * i;
  495. // Top
  496. cylinder_indices.push_back(center_start_idx);
  497. cylinder_indices.push_back(start);
  498. cylinder_indices.push_back(start + 4);
  499. // Bottom
  500. cylinder_indices.push_back(center_start_idx + 1);
  501. cylinder_indices.push_back(start + 5);
  502. cylinder_indices.push_back(start + 1);
  503. // Side
  504. cylinder_indices.push_back(start + 2);
  505. cylinder_indices.push_back(start + 3);
  506. cylinder_indices.push_back(start + 7);
  507. cylinder_indices.push_back(start + 2);
  508. cylinder_indices.push_back(start + 7);
  509. cylinder_indices.push_back(start + 6);
  510. }
  511. }
  512. mCylinder->mLODs.push_back({ CreateTriangleBatch(cylinder_vertices, cylinder_indices), distance });
  513. }
  514. }
  515. }
  516. AABox DebugRenderer::sCalculateBounds(const Vertex *inVertices, int inVertexCount)
  517. {
  518. AABox bounds;
  519. for (const Vertex *v = inVertices, *v_end = inVertices + inVertexCount; v < v_end; ++v)
  520. bounds.Encapsulate(Vec3(v->mPosition));
  521. return bounds;
  522. }
  523. DebugRenderer::Batch DebugRenderer::CreateTriangleBatch(const VertexList &inVertices, const IndexedTriangleNoMaterialList &inTriangles)
  524. {
  525. JPH_PROFILE_FUNCTION();
  526. Array<Vertex> vertices;
  527. // Create render vertices
  528. vertices.resize(inVertices.size());
  529. for (size_t v = 0; v < inVertices.size(); ++v)
  530. {
  531. vertices[v].mPosition = inVertices[v];
  532. vertices[v].mNormal = Float3(0, 0, 0);
  533. vertices[v].mUV = Float2(0, 0);
  534. vertices[v].mColor = Color::sWhite;
  535. }
  536. // Calculate normals
  537. for (size_t i = 0; i < inTriangles.size(); ++i)
  538. {
  539. const IndexedTriangleNoMaterial &tri = inTriangles[i];
  540. // Calculate normal of face
  541. Vec3 vtx[3];
  542. for (int j = 0; j < 3; ++j)
  543. vtx[j] = Vec3::sLoadFloat3Unsafe(vertices[tri.mIdx[j]].mPosition);
  544. Vec3 normal = ((vtx[1] - vtx[0]).Cross(vtx[2] - vtx[0])).Normalized();
  545. // Add normal to all vertices in face
  546. for (int j = 0; j < 3; ++j)
  547. (Vec3::sLoadFloat3Unsafe(vertices[tri.mIdx[j]].mNormal) + normal).StoreFloat3(&vertices[tri.mIdx[j]].mNormal);
  548. }
  549. // Renormalize vertex normals
  550. for (size_t i = 0; i < vertices.size(); ++i)
  551. Vec3::sLoadFloat3Unsafe(vertices[i].mNormal).Normalized().StoreFloat3(&vertices[i].mNormal);
  552. return CreateTriangleBatch(&vertices[0], (int)vertices.size(), &inTriangles[0].mIdx[0], (int)(3 * inTriangles.size()));
  553. }
  554. DebugRenderer::Batch DebugRenderer::CreateTriangleBatchForConvex(SupportFunction inGetSupport, int inLevel, AABox *outBounds)
  555. {
  556. JPH_PROFILE_FUNCTION();
  557. Array<Vertex> vertices;
  558. Array<uint32> indices;
  559. Create8thSphere(indices, vertices, Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ(), Float2(0.25f, 0.25f), inGetSupport, inLevel);
  560. Create8thSphere(indices, vertices, Vec3::sAxisY(), -Vec3::sAxisX(), Vec3::sAxisZ(), Float2(0.25f, 0.75f), inGetSupport, inLevel);
  561. Create8thSphere(indices, vertices, -Vec3::sAxisY(), Vec3::sAxisX(), Vec3::sAxisZ(), Float2(0.25f, 0.75f), inGetSupport, inLevel);
  562. Create8thSphere(indices, vertices, -Vec3::sAxisX(), -Vec3::sAxisY(), Vec3::sAxisZ(), Float2(0.25f, 0.25f), inGetSupport, inLevel);
  563. Create8thSphere(indices, vertices, Vec3::sAxisY(), Vec3::sAxisX(), -Vec3::sAxisZ(), Float2(0.25f, 0.75f), inGetSupport, inLevel);
  564. Create8thSphere(indices, vertices, -Vec3::sAxisX(), Vec3::sAxisY(), -Vec3::sAxisZ(), Float2(0.25f, 0.25f), inGetSupport, inLevel);
  565. Create8thSphere(indices, vertices, Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), Float2(0.25f, 0.25f), inGetSupport, inLevel);
  566. Create8thSphere(indices, vertices, -Vec3::sAxisY(), -Vec3::sAxisX(), -Vec3::sAxisZ(), Float2(0.25f, 0.75f), inGetSupport, inLevel);
  567. if (outBounds != nullptr)
  568. *outBounds = sCalculateBounds(&vertices[0], (int)vertices.size());
  569. return CreateTriangleBatch(vertices, indices);
  570. }
  571. DebugRenderer::GeometryRef DebugRenderer::CreateTriangleGeometryForConvex(SupportFunction inGetSupport)
  572. {
  573. GeometryRef geometry;
  574. // Iterate over levels
  575. for (int level = sMaxLevel; level >= 1; --level)
  576. {
  577. // Determine at which distance this level should be active
  578. float distance = sLODDistanceForLevel[sMaxLevel - level];
  579. // Create triangle batch and only calculate bounds for highest LOD level
  580. AABox bounds;
  581. Batch batch = CreateTriangleBatchForConvex(inGetSupport, level, geometry == nullptr? &bounds : nullptr);
  582. // Construct geometry in the first iteration
  583. if (geometry == nullptr)
  584. geometry = new Geometry(bounds);
  585. // Add the LOD
  586. geometry->mLODs.push_back({ batch, distance });
  587. }
  588. return geometry;
  589. }
  590. void DebugRenderer::DrawBox(const AABox &inBox, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  591. {
  592. JPH_PROFILE_FUNCTION();
  593. Mat44 m = Mat44::sScale(inBox.GetExtent());
  594. m.SetTranslation(inBox.GetCenter());
  595. DrawGeometry(m, inColor, mBox, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  596. }
  597. void DebugRenderer::DrawBox(Mat44Arg inMatrix, const AABox &inBox, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  598. {
  599. JPH_PROFILE_FUNCTION();
  600. Mat44 m = Mat44::sScale(inBox.GetExtent());
  601. m.SetTranslation(inBox.GetCenter());
  602. DrawGeometry(inMatrix * m, inColor, mBox, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  603. }
  604. void DebugRenderer::DrawSphere(Vec3Arg inCenter, float inRadius, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  605. {
  606. JPH_PROFILE_FUNCTION();
  607. Mat44 matrix = Mat44::sTranslation(inCenter) * Mat44::sScale(inRadius);
  608. DrawUnitSphere(matrix, inColor, inCastShadow, inDrawMode);
  609. }
  610. void DebugRenderer::DrawUnitSphere(Mat44Arg inMatrix, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  611. {
  612. JPH_PROFILE_FUNCTION();
  613. DrawGeometry(inMatrix, inColor, mSphere, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  614. }
  615. void DebugRenderer::DrawCapsule(Mat44Arg inMatrix, float inHalfHeightOfCylinder, float inRadius, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  616. {
  617. JPH_PROFILE_FUNCTION();
  618. Mat44 scale_matrix = Mat44::sScale(inRadius);
  619. // Calculate world space bounding box
  620. AABox local_bounds(Vec3(-inRadius, -inHalfHeightOfCylinder - inRadius, -inRadius), Vec3(inRadius, inHalfHeightOfCylinder + inRadius, inRadius));
  621. AABox world_bounds = local_bounds.Transformed(inMatrix);
  622. float radius_sq = Square(inRadius);
  623. // Draw bottom half sphere
  624. Mat44 bottom_matrix = inMatrix * Mat44::sTranslation(Vec3(0, -inHalfHeightOfCylinder, 0)) * scale_matrix;
  625. DrawGeometry(bottom_matrix, world_bounds, radius_sq, inColor, mCapsuleBottom, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  626. // Draw top half sphere
  627. Mat44 top_matrix = inMatrix * Mat44::sTranslation(Vec3(0, inHalfHeightOfCylinder, 0)) * scale_matrix;
  628. DrawGeometry(top_matrix, world_bounds, radius_sq, inColor, mCapsuleTop, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  629. // Draw middle part
  630. DrawGeometry(inMatrix * Mat44::sScale(Vec3(inRadius, inHalfHeightOfCylinder, inRadius)), world_bounds, radius_sq, inColor, mCapsuleMid, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  631. }
  632. void DebugRenderer::DrawCylinder(Mat44Arg inMatrix, float inHalfHeight, float inRadius, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  633. {
  634. JPH_PROFILE_FUNCTION();
  635. Mat44 local_transform(Vec4(inRadius, 0, 0, 0), Vec4(0, inHalfHeight, 0, 0), Vec4(0, 0, inRadius, 0), Vec4(0, 0, 0, 1));
  636. Mat44 transform = inMatrix * local_transform;
  637. DrawGeometry(transform, mCylinder->mBounds.Transformed(transform), Square(inRadius), inColor, mCylinder, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  638. }
  639. void DebugRenderer::DrawOpenCone(Vec3Arg inTop, Vec3Arg inAxis, Vec3Arg inPerpendicular, float inHalfAngle, float inLength, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  640. {
  641. JPH_PROFILE_FUNCTION();
  642. JPH_ASSERT(inAxis.IsNormalized(1.0e-4f));
  643. JPH_ASSERT(inPerpendicular.IsNormalized(1.0e-4f));
  644. JPH_ASSERT(abs(inPerpendicular.Dot(inAxis)) < 1.0e-4f);
  645. Vec3 axis = Sign(inHalfAngle) * inLength * inAxis;
  646. float scale = inLength * Tan(abs(inHalfAngle));
  647. if (scale != 0.0f)
  648. {
  649. Vec3 perp1 = scale * inPerpendicular;
  650. Vec3 perp2 = scale * inAxis.Cross(inPerpendicular);
  651. Mat44 transform(Vec4(perp1, 0), Vec4(axis, 0), Vec4(perp2, 0), Vec4(inTop, 1));
  652. DrawGeometry(transform, inColor, mOpenCone, ECullMode::Off, inCastShadow, inDrawMode);
  653. }
  654. }
  655. void DebugRenderer::DrawSwingLimits(Mat44Arg inMatrix, float inSwingYHalfAngle, float inSwingZHalfAngle, float inEdgeLength, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  656. {
  657. JPH_PROFILE_FUNCTION();
  658. // Assert sane input
  659. JPH_ASSERT(inSwingYHalfAngle >= 0.0f && inSwingYHalfAngle <= JPH_PI);
  660. JPH_ASSERT(inSwingZHalfAngle >= 0.0f && inSwingZHalfAngle <= JPH_PI);
  661. JPH_ASSERT(inEdgeLength > 0.0f);
  662. // Check cache
  663. SwingLimits limits { inSwingYHalfAngle, inSwingZHalfAngle };
  664. GeometryRef &geometry = mSwingLimits[limits];
  665. if (geometry == nullptr)
  666. {
  667. // Number of segments to draw the cone with
  668. const int num_segments = 64;
  669. int half_num_segments = num_segments / 2;
  670. // The y and z values of the quaternion are limited to an ellipse, e1 and e2 are the radii of this ellipse
  671. float e1 = Sin(0.5f * inSwingZHalfAngle);
  672. float e2 = Sin(0.5f * inSwingYHalfAngle);
  673. // Check if the limits will draw something
  674. if ((e1 <= 0.0f && e2 <= 0.0f) || (e2 >= 1.0f && e1 >= 1.0f))
  675. return;
  676. // Calculate squared values
  677. float e1_sq = Square(e1);
  678. float e2_sq = Square(e2);
  679. // Allocate space for vertices
  680. int num_vertices = 2 * num_segments;
  681. Vertex *vertices_start = (Vertex *)JPH_STACK_ALLOC(num_vertices * sizeof(Vertex));
  682. Vertex *vertices = vertices_start;
  683. // Calculate local space vertices for shape
  684. Vec3 ls_vertices[num_segments];
  685. int tgt_vertex = 0;
  686. for (int side_iter = 0; side_iter < 2; ++side_iter)
  687. for (int segment_iter = 0; segment_iter < half_num_segments; ++segment_iter)
  688. {
  689. float y, z;
  690. if (e2_sq > e1_sq)
  691. {
  692. // Trace the y value of the quaternion
  693. y = e2 - 2.0f * segment_iter * e2 / half_num_segments;
  694. // Calculate the corresponding z value of the quaternion
  695. float z_sq = e1_sq - e1_sq / e2_sq * Square(y);
  696. z = z_sq <= 0.0f? 0.0f : sqrt(z_sq);
  697. }
  698. else
  699. {
  700. // Trace the z value of the quaternion
  701. z = -e1 + 2.0f * segment_iter * e1 / half_num_segments;
  702. // Calculate the corresponding y value of the quaternion
  703. float y_sq = e2_sq - e2_sq / e1_sq * Square(z);
  704. y = y_sq <= 0.0f? 0.0f : sqrt(y_sq);
  705. }
  706. // If we're tracing the opposite side, flip the values
  707. if (side_iter == 1)
  708. {
  709. z = -z;
  710. y = -y;
  711. }
  712. // Create quaternion
  713. Vec3 q_xyz(0, y, z);
  714. float w = sqrt(1.0f - q_xyz.LengthSq());
  715. Quat q(Vec4(q_xyz, w));
  716. // Store vertex
  717. ls_vertices[tgt_vertex++] = q.RotateAxisX();
  718. }
  719. for (int i = 0; i < num_segments; ++i)
  720. {
  721. // Get output vertices
  722. Vertex &top = *(vertices++);
  723. Vertex &bottom = *(vertices++);
  724. // Get local position
  725. Vec3 &pos = ls_vertices[i];
  726. // Get local normal
  727. Vec3 &prev_pos = ls_vertices[(i + num_segments - 1) % num_segments];
  728. Vec3 &next_pos = ls_vertices[(i + 1) % num_segments];
  729. Vec3 normal = 0.5f * (next_pos.Cross(pos).Normalized() + pos.Cross(prev_pos).Normalized());
  730. // Store top vertex
  731. top.mPosition = { 0, 0, 0 };
  732. normal.StoreFloat3(&top.mNormal);
  733. top.mColor = Color::sWhite;
  734. top.mUV = { 0, 0 };
  735. // Store bottom vertex
  736. pos.StoreFloat3(&bottom.mPosition);
  737. normal.StoreFloat3(&bottom.mNormal);
  738. bottom.mColor = Color::sWhite;
  739. bottom.mUV = { 0, 0 };
  740. }
  741. // Allocate space for indices
  742. int num_indices = 3 * num_segments;
  743. uint32 *indices_start = (uint32 *)JPH_STACK_ALLOC(num_indices * sizeof(uint32));
  744. uint32 *indices = indices_start;
  745. // Calculate indices
  746. for (int i = 0; i < num_segments; ++i)
  747. {
  748. int first = 2 * i;
  749. int second = (first + 3) % num_vertices;
  750. int third = first + 1;
  751. // Triangle
  752. *indices++ = first;
  753. *indices++ = second;
  754. *indices++ = third;
  755. }
  756. // Convert to triangle batch
  757. geometry = new Geometry(CreateTriangleBatch(vertices_start, num_vertices, indices_start, num_indices), sCalculateBounds(vertices_start, num_vertices));
  758. }
  759. DrawGeometry(inMatrix * Mat44::sScale(inEdgeLength), inColor, geometry, ECullMode::Off, inCastShadow, inDrawMode);
  760. }
  761. void DebugRenderer::DrawPie(Vec3Arg inCenter, float inRadius, Vec3Arg inNormal, Vec3Arg inAxis, float inMinAngle, float inMaxAngle, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  762. {
  763. if (inMinAngle >= inMaxAngle)
  764. return;
  765. JPH_PROFILE_FUNCTION();
  766. JPH_ASSERT(inAxis.IsNormalized(1.0e-4f));
  767. JPH_ASSERT(inNormal.IsNormalized(1.0e-4f));
  768. JPH_ASSERT(abs(inNormal.Dot(inAxis)) < 1.0e-4f);
  769. // Pies have a unique batch based on the difference between min and max angle
  770. float delta_angle = inMaxAngle - inMinAngle;
  771. GeometryRef &geometry = mPieLimits[delta_angle];
  772. if (geometry == nullptr)
  773. {
  774. int num_parts = (int)ceil(64.0f * delta_angle / (2.0f * JPH_PI));
  775. Float3 normal = { 0, 1, 0 };
  776. Float3 center = { 0, 0, 0 };
  777. // Allocate space for vertices
  778. int num_vertices = num_parts + 2;
  779. Vertex *vertices_start = (Vertex *)JPH_STACK_ALLOC(num_vertices * sizeof(Vertex));
  780. Vertex *vertices = vertices_start;
  781. // Center of circle
  782. *vertices++ = { center, normal, { 0, 0 }, Color::sWhite };
  783. // Outer edge of pie
  784. for (int i = 0; i <= num_parts; ++i)
  785. {
  786. float angle = float(i) / float(num_parts) * delta_angle;
  787. Float3 pos = { Cos(angle), 0, Sin(angle) };
  788. *vertices++ = { pos, normal, { 0, 0 }, Color::sWhite };
  789. }
  790. // Allocate space for indices
  791. int num_indices = num_parts * 3;
  792. uint32 *indices_start = (uint32 *)JPH_STACK_ALLOC(num_indices * sizeof(uint32));
  793. uint32 *indices = indices_start;
  794. for (int i = 0; i < num_parts; ++i)
  795. {
  796. *indices++ = 0;
  797. *indices++ = i + 1;
  798. *indices++ = i + 2;
  799. }
  800. // Convert to triangle batch
  801. geometry = new Geometry(CreateTriangleBatch(vertices_start, num_vertices, indices_start, num_indices), sCalculateBounds(vertices_start, num_vertices));
  802. }
  803. // Construct matrix that transforms pie into world space
  804. Mat44 matrix = Mat44(Vec4(inRadius * inAxis, 0), Vec4(inRadius * inNormal, 0), Vec4(inRadius * inNormal.Cross(inAxis), 0), Vec4(inCenter, 1)) * Mat44::sRotationY(-inMinAngle);
  805. DrawGeometry(matrix, inColor, geometry, ECullMode::Off, inCastShadow, inDrawMode);
  806. }
  807. JPH_NAMESPACE_END
  808. #endif // JPH_DEBUG_RENDERER