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DebugRenderer.cpp 35 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <Jolt/Jolt.h>
  5. #ifdef JPH_DEBUG_RENDERER
  6. #include <Jolt/Renderer/DebugRenderer.h>
  7. #include <Jolt/Core/Profiler.h>
  8. #include <Jolt/Geometry/OrientedBox.h>
  9. JPH_NAMESPACE_BEGIN
  10. DebugRenderer *DebugRenderer::sInstance = nullptr;
  11. // Number of LOD levels to create
  12. static const int sMaxLevel = 4;
  13. // Distance for each LOD level, these are tweaked for an object of approx. size 1. Use the lod scale to scale these distances.
  14. static const float sLODDistanceForLevel[] = { 5.0f, 10.0f, 40.0f, FLT_MAX };
  15. DebugRenderer::Triangle::Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor)
  16. {
  17. // Set position
  18. inV1.StoreFloat3(&mV[0].mPosition);
  19. inV2.StoreFloat3(&mV[1].mPosition);
  20. inV3.StoreFloat3(&mV[2].mPosition);
  21. // Set color
  22. mV[0].mColor = mV[1].mColor = mV[2].mColor = inColor;
  23. // Calculate normal
  24. Vec3 normal = (inV2 - inV1).Cross(inV3 - inV1);
  25. float normal_len = normal.Length();
  26. if (normal_len > 0.0f)
  27. normal /= normal_len;
  28. Float3 normal3;
  29. normal.StoreFloat3(&normal3);
  30. mV[0].mNormal = mV[1].mNormal = mV[2].mNormal = normal3;
  31. // Reset UV's
  32. mV[0].mUV = mV[1].mUV = mV[2].mUV = { 0, 0 };
  33. }
  34. DebugRenderer::Triangle::Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor, Vec3Arg inUVOrigin, Vec3Arg inUVDirection)
  35. {
  36. // Set position
  37. inV1.StoreFloat3(&mV[0].mPosition);
  38. inV2.StoreFloat3(&mV[1].mPosition);
  39. inV3.StoreFloat3(&mV[2].mPosition);
  40. // Set color
  41. mV[0].mColor = mV[1].mColor = mV[2].mColor = inColor;
  42. // Calculate normal
  43. Vec3 normal = (inV2 - inV1).Cross(inV3 - inV1).Normalized();
  44. Float3 normal3;
  45. normal.StoreFloat3(&normal3);
  46. mV[0].mNormal = mV[1].mNormal = mV[2].mNormal = normal3;
  47. // Set UV's
  48. Vec3 uv1 = inV1 - inUVOrigin;
  49. Vec3 uv2 = inV2 - inUVOrigin;
  50. Vec3 uv3 = inV3 - inUVOrigin;
  51. Vec3 axis2 = normal.Cross(inUVDirection);
  52. mV[0].mUV = { inUVDirection.Dot(uv1), axis2.Dot(uv1) };
  53. mV[1].mUV = { inUVDirection.Dot(uv2), axis2.Dot(uv2) };
  54. mV[2].mUV = { inUVDirection.Dot(uv3), axis2.Dot(uv3) };
  55. }
  56. DebugRenderer::DebugRenderer()
  57. {
  58. // Store singleton
  59. JPH_ASSERT(sInstance == nullptr);
  60. sInstance = this;
  61. }
  62. DebugRenderer::~DebugRenderer()
  63. {
  64. JPH_ASSERT(sInstance == this);
  65. sInstance = nullptr;
  66. }
  67. void DebugRenderer::DrawWireBox(const AABox &inBox, ColorArg inColor)
  68. {
  69. JPH_PROFILE_FUNCTION();
  70. // 8 vertices
  71. RVec3 v1(Real(inBox.mMin.GetX()), Real(inBox.mMin.GetY()), Real(inBox.mMin.GetZ()));
  72. RVec3 v2(Real(inBox.mMin.GetX()), Real(inBox.mMin.GetY()), Real(inBox.mMax.GetZ()));
  73. RVec3 v3(Real(inBox.mMin.GetX()), Real(inBox.mMax.GetY()), Real(inBox.mMin.GetZ()));
  74. RVec3 v4(Real(inBox.mMin.GetX()), Real(inBox.mMax.GetY()), Real(inBox.mMax.GetZ()));
  75. RVec3 v5(Real(inBox.mMax.GetX()), Real(inBox.mMin.GetY()), Real(inBox.mMin.GetZ()));
  76. RVec3 v6(Real(inBox.mMax.GetX()), Real(inBox.mMin.GetY()), Real(inBox.mMax.GetZ()));
  77. RVec3 v7(Real(inBox.mMax.GetX()), Real(inBox.mMax.GetY()), Real(inBox.mMin.GetZ()));
  78. RVec3 v8(Real(inBox.mMax.GetX()), Real(inBox.mMax.GetY()), Real(inBox.mMax.GetZ()));
  79. // 12 edges
  80. DrawLine(v1, v2, inColor);
  81. DrawLine(v1, v3, inColor);
  82. DrawLine(v1, v5, inColor);
  83. DrawLine(v2, v4, inColor);
  84. DrawLine(v2, v6, inColor);
  85. DrawLine(v3, v4, inColor);
  86. DrawLine(v3, v7, inColor);
  87. DrawLine(v4, v8, inColor);
  88. DrawLine(v5, v6, inColor);
  89. DrawLine(v5, v7, inColor);
  90. DrawLine(v6, v8, inColor);
  91. DrawLine(v7, v8, inColor);
  92. }
  93. void DebugRenderer::DrawWireBox(const OrientedBox &inBox, ColorArg inColor)
  94. {
  95. JPH_PROFILE_FUNCTION();
  96. // 8 vertices
  97. RVec3 v1(inBox.mOrientation * Vec3(-inBox.mHalfExtents.GetX(), -inBox.mHalfExtents.GetY(), -inBox.mHalfExtents.GetZ()));
  98. RVec3 v2(inBox.mOrientation * Vec3(-inBox.mHalfExtents.GetX(), -inBox.mHalfExtents.GetY(), inBox.mHalfExtents.GetZ()));
  99. RVec3 v3(inBox.mOrientation * Vec3(-inBox.mHalfExtents.GetX(), inBox.mHalfExtents.GetY(), -inBox.mHalfExtents.GetZ()));
  100. RVec3 v4(inBox.mOrientation * Vec3(-inBox.mHalfExtents.GetX(), inBox.mHalfExtents.GetY(), inBox.mHalfExtents.GetZ()));
  101. RVec3 v5(inBox.mOrientation * Vec3(inBox.mHalfExtents.GetX(), -inBox.mHalfExtents.GetY(), -inBox.mHalfExtents.GetZ()));
  102. RVec3 v6(inBox.mOrientation * Vec3(inBox.mHalfExtents.GetX(), -inBox.mHalfExtents.GetY(), inBox.mHalfExtents.GetZ()));
  103. RVec3 v7(inBox.mOrientation * Vec3(inBox.mHalfExtents.GetX(), inBox.mHalfExtents.GetY(), -inBox.mHalfExtents.GetZ()));
  104. RVec3 v8(inBox.mOrientation * Vec3(inBox.mHalfExtents.GetX(), inBox.mHalfExtents.GetY(), inBox.mHalfExtents.GetZ()));
  105. // 12 edges
  106. DrawLine(v1, v2, inColor);
  107. DrawLine(v1, v3, inColor);
  108. DrawLine(v1, v5, inColor);
  109. DrawLine(v2, v4, inColor);
  110. DrawLine(v2, v6, inColor);
  111. DrawLine(v3, v4, inColor);
  112. DrawLine(v3, v7, inColor);
  113. DrawLine(v4, v8, inColor);
  114. DrawLine(v5, v6, inColor);
  115. DrawLine(v5, v7, inColor);
  116. DrawLine(v6, v8, inColor);
  117. DrawLine(v7, v8, inColor);
  118. }
  119. void DebugRenderer::DrawWireBox(RMat44Arg inMatrix, const AABox &inBox, ColorArg inColor)
  120. {
  121. JPH_PROFILE_FUNCTION();
  122. // 8 vertices
  123. RVec3 v1 = inMatrix * Vec3(inBox.mMin.GetX(), inBox.mMin.GetY(), inBox.mMin.GetZ());
  124. RVec3 v2 = inMatrix * Vec3(inBox.mMin.GetX(), inBox.mMin.GetY(), inBox.mMax.GetZ());
  125. RVec3 v3 = inMatrix * Vec3(inBox.mMin.GetX(), inBox.mMax.GetY(), inBox.mMin.GetZ());
  126. RVec3 v4 = inMatrix * Vec3(inBox.mMin.GetX(), inBox.mMax.GetY(), inBox.mMax.GetZ());
  127. RVec3 v5 = inMatrix * Vec3(inBox.mMax.GetX(), inBox.mMin.GetY(), inBox.mMin.GetZ());
  128. RVec3 v6 = inMatrix * Vec3(inBox.mMax.GetX(), inBox.mMin.GetY(), inBox.mMax.GetZ());
  129. RVec3 v7 = inMatrix * Vec3(inBox.mMax.GetX(), inBox.mMax.GetY(), inBox.mMin.GetZ());
  130. RVec3 v8 = inMatrix * Vec3(inBox.mMax.GetX(), inBox.mMax.GetY(), inBox.mMax.GetZ());
  131. // 12 edges
  132. DrawLine(v1, v2, inColor);
  133. DrawLine(v1, v3, inColor);
  134. DrawLine(v1, v5, inColor);
  135. DrawLine(v2, v4, inColor);
  136. DrawLine(v2, v6, inColor);
  137. DrawLine(v3, v4, inColor);
  138. DrawLine(v3, v7, inColor);
  139. DrawLine(v4, v8, inColor);
  140. DrawLine(v5, v6, inColor);
  141. DrawLine(v5, v7, inColor);
  142. DrawLine(v6, v8, inColor);
  143. DrawLine(v7, v8, inColor);
  144. }
  145. void DebugRenderer::DrawMarker(RVec3Arg inPosition, ColorArg inColor, float inSize)
  146. {
  147. JPH_PROFILE_FUNCTION();
  148. Vec3 dx(inSize, 0, 0);
  149. Vec3 dy(0, inSize, 0);
  150. Vec3 dz(0, 0, inSize);
  151. DrawLine(inPosition - dy, inPosition + dy, inColor);
  152. DrawLine(inPosition - dx, inPosition + dx, inColor);
  153. DrawLine(inPosition - dz, inPosition + dz, inColor);
  154. }
  155. void DebugRenderer::DrawArrow(RVec3Arg inFrom, RVec3Arg inTo, ColorArg inColor, float inSize)
  156. {
  157. JPH_PROFILE_FUNCTION();
  158. // Draw base line
  159. DrawLine(inFrom, inTo, inColor);
  160. if (inSize > 0.0f)
  161. {
  162. // Draw arrow head
  163. Vec3 dir = Vec3(inTo - inFrom);
  164. float len = dir.Length();
  165. if (len != 0.0f)
  166. dir = dir * (inSize / len);
  167. else
  168. dir = Vec3(inSize, 0, 0);
  169. Vec3 perp = inSize * dir.GetNormalizedPerpendicular();
  170. DrawLine(inTo - dir + perp, inTo, inColor);
  171. DrawLine(inTo - dir - perp, inTo, inColor);
  172. }
  173. }
  174. void DebugRenderer::DrawCoordinateSystem(RMat44Arg inTransform, float inSize)
  175. {
  176. JPH_PROFILE_FUNCTION();
  177. DrawArrow(inTransform.GetTranslation(), inTransform * Vec3(inSize, 0, 0), Color::sRed, 0.1f * inSize);
  178. DrawArrow(inTransform.GetTranslation(), inTransform * Vec3(0, inSize, 0), Color::sGreen, 0.1f * inSize);
  179. DrawArrow(inTransform.GetTranslation(), inTransform * Vec3(0, 0, inSize), Color::sBlue, 0.1f * inSize);
  180. }
  181. void DebugRenderer::DrawPlane(RVec3Arg inPoint, Vec3Arg inNormal, ColorArg inColor, float inSize)
  182. {
  183. // Create orthogonal basis
  184. Vec3 perp1 = inNormal.Cross(Vec3::sAxisY()).NormalizedOr(Vec3::sAxisX());
  185. Vec3 perp2 = perp1.Cross(inNormal).Normalized();
  186. perp1 = inNormal.Cross(perp2);
  187. // Calculate corners
  188. RVec3 corner1 = inPoint + inSize * (perp1 + perp2);
  189. RVec3 corner2 = inPoint + inSize * (perp1 - perp2);
  190. RVec3 corner3 = inPoint + inSize * (-perp1 - perp2);
  191. RVec3 corner4 = inPoint + inSize * (-perp1 + perp2);
  192. // Draw cross
  193. DrawLine(corner1, corner3, inColor);
  194. DrawLine(corner2, corner4, inColor);
  195. // Draw square
  196. DrawLine(corner1, corner2, inColor);
  197. DrawLine(corner2, corner3, inColor);
  198. DrawLine(corner3, corner4, inColor);
  199. DrawLine(corner4, corner1, inColor);
  200. // Draw normal
  201. DrawArrow(inPoint, inPoint + inSize * inNormal, inColor, 0.1f * inSize);
  202. }
  203. void DebugRenderer::DrawWireTriangle(RVec3Arg inV1, RVec3Arg inV2, RVec3Arg inV3, ColorArg inColor)
  204. {
  205. JPH_PROFILE_FUNCTION();
  206. DrawLine(inV1, inV2, inColor);
  207. DrawLine(inV2, inV3, inColor);
  208. DrawLine(inV3, inV1, inColor);
  209. }
  210. void DebugRenderer::DrawWireSphere(RVec3Arg inCenter, float inRadius, ColorArg inColor, int inLevel)
  211. {
  212. RMat44 matrix = RMat44::sTranslation(inCenter) * Mat44::sScale(inRadius);
  213. DrawWireUnitSphere(matrix, inColor, inLevel);
  214. }
  215. void DebugRenderer::DrawWireUnitSphere(RMat44Arg inMatrix, ColorArg inColor, int inLevel)
  216. {
  217. JPH_PROFILE_FUNCTION();
  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. DrawWireUnitSphereRecursive(inMatrix, inColor, -Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), inLevel);
  226. }
  227. void DebugRenderer::DrawWireUnitSphereRecursive(RMat44Arg inMatrix, ColorArg inColor, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, int inLevel)
  228. {
  229. if (inLevel == 0)
  230. {
  231. RVec3 d1 = inMatrix * inDir1;
  232. RVec3 d2 = inMatrix * inDir2;
  233. RVec3 d3 = inMatrix * inDir3;
  234. DrawLine(d1, d2, inColor);
  235. DrawLine(d2, d3, inColor);
  236. DrawLine(d3, d1, inColor);
  237. }
  238. else
  239. {
  240. Vec3 center1 = (inDir1 + inDir2).Normalized();
  241. Vec3 center2 = (inDir2 + inDir3).Normalized();
  242. Vec3 center3 = (inDir3 + inDir1).Normalized();
  243. DrawWireUnitSphereRecursive(inMatrix, inColor, inDir1, center1, center3, inLevel - 1);
  244. DrawWireUnitSphereRecursive(inMatrix, inColor, center1, center2, center3, inLevel - 1);
  245. DrawWireUnitSphereRecursive(inMatrix, inColor, center1, inDir2, center2, inLevel - 1);
  246. DrawWireUnitSphereRecursive(inMatrix, inColor, center3, center2, inDir3, inLevel - 1);
  247. }
  248. }
  249. 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)
  250. {
  251. if (inLevel == 0)
  252. {
  253. if (ioIdx1 == 0xffffffff)
  254. {
  255. ioIdx1 = (uint32)ioVertices.size();
  256. Float3 position, normal;
  257. inGetSupport(inDir1).StoreFloat3(&position);
  258. inDir1.StoreFloat3(&normal);
  259. ioVertices.push_back({ position, normal, inUV, Color::sWhite });
  260. }
  261. if (ioIdx2 == 0xffffffff)
  262. {
  263. ioIdx2 = (uint32)ioVertices.size();
  264. Float3 position, normal;
  265. inGetSupport(inDir2).StoreFloat3(&position);
  266. inDir2.StoreFloat3(&normal);
  267. ioVertices.push_back({ position, normal, inUV, Color::sWhite });
  268. }
  269. if (ioIdx3 == 0xffffffff)
  270. {
  271. ioIdx3 = (uint32)ioVertices.size();
  272. Float3 position, normal;
  273. inGetSupport(inDir3).StoreFloat3(&position);
  274. inDir3.StoreFloat3(&normal);
  275. ioVertices.push_back({ position, normal, inUV, Color::sWhite });
  276. }
  277. ioIndices.push_back(ioIdx1);
  278. ioIndices.push_back(ioIdx2);
  279. ioIndices.push_back(ioIdx3);
  280. }
  281. else
  282. {
  283. Vec3 center1 = (inDir1 + inDir2).Normalized();
  284. Vec3 center2 = (inDir2 + inDir3).Normalized();
  285. Vec3 center3 = (inDir3 + inDir1).Normalized();
  286. uint32 idx1 = 0xffffffff;
  287. uint32 idx2 = 0xffffffff;
  288. uint32 idx3 = 0xffffffff;
  289. Create8thSphereRecursive(ioIndices, ioVertices, inDir1, ioIdx1, center1, idx1, center3, idx3, inUV, inGetSupport, inLevel - 1);
  290. Create8thSphereRecursive(ioIndices, ioVertices, center1, idx1, center2, idx2, center3, idx3, inUV, inGetSupport, inLevel - 1);
  291. Create8thSphereRecursive(ioIndices, ioVertices, center1, idx1, inDir2, ioIdx2, center2, idx2, inUV, inGetSupport, inLevel - 1);
  292. Create8thSphereRecursive(ioIndices, ioVertices, center3, idx3, center2, idx2, inDir3, ioIdx3, inUV, inGetSupport, inLevel - 1);
  293. }
  294. }
  295. void DebugRenderer::Create8thSphere(Array<uint32> &ioIndices, Array<Vertex> &ioVertices, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, const Float2 &inUV, SupportFunction inGetSupport, int inLevel)
  296. {
  297. uint32 idx1 = 0xffffffff;
  298. uint32 idx2 = 0xffffffff;
  299. uint32 idx3 = 0xffffffff;
  300. Create8thSphereRecursive(ioIndices, ioVertices, inDir1, idx1, inDir2, idx2, inDir3, idx3, inUV, inGetSupport, inLevel);
  301. }
  302. void DebugRenderer::CreateQuad(Array<uint32> &ioIndices, Array<Vertex> &ioVertices, Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, Vec3Arg inV4)
  303. {
  304. // Make room
  305. uint32 start_idx = uint32(ioVertices.size());
  306. ioVertices.resize(start_idx + 4);
  307. Vertex *vertices = &ioVertices[start_idx];
  308. // Set position
  309. inV1.StoreFloat3(&vertices[0].mPosition);
  310. inV2.StoreFloat3(&vertices[1].mPosition);
  311. inV3.StoreFloat3(&vertices[2].mPosition);
  312. inV4.StoreFloat3(&vertices[3].mPosition);
  313. // Set color
  314. vertices[0].mColor = vertices[1].mColor = vertices[2].mColor = vertices[3].mColor = Color::sWhite;
  315. // Calculate normal
  316. Vec3 normal = (inV2 - inV1).Cross(inV3 - inV1).Normalized();
  317. Float3 normal3;
  318. normal.StoreFloat3(&normal3);
  319. vertices[0].mNormal = vertices[1].mNormal = vertices[2].mNormal = vertices[3].mNormal = normal3;
  320. // Set UV's
  321. vertices[0].mUV = { 0, 0 };
  322. vertices[1].mUV = { 2, 0 };
  323. vertices[2].mUV = { 2, 2 };
  324. vertices[3].mUV = { 0, 2 };
  325. // Set indices
  326. ioIndices.push_back(start_idx);
  327. ioIndices.push_back(start_idx + 1);
  328. ioIndices.push_back(start_idx + 2);
  329. ioIndices.push_back(start_idx);
  330. ioIndices.push_back(start_idx + 2);
  331. ioIndices.push_back(start_idx + 3);
  332. }
  333. void DebugRenderer::Initialize()
  334. {
  335. // Box
  336. {
  337. Array<Vertex> box_vertices;
  338. Array<uint32> box_indices;
  339. // Get corner points
  340. Vec3 v0 = Vec3(-1, 1, -1);
  341. Vec3 v1 = Vec3( 1, 1, -1);
  342. Vec3 v2 = Vec3( 1, 1, 1);
  343. Vec3 v3 = Vec3(-1, 1, 1);
  344. Vec3 v4 = Vec3(-1, -1, -1);
  345. Vec3 v5 = Vec3( 1, -1, -1);
  346. Vec3 v6 = Vec3( 1, -1, 1);
  347. Vec3 v7 = Vec3(-1, -1, 1);
  348. // Top
  349. CreateQuad(box_indices, box_vertices, v0, v3, v2, v1);
  350. // Bottom
  351. CreateQuad(box_indices, box_vertices, v4, v5, v6, v7);
  352. // Left
  353. CreateQuad(box_indices, box_vertices, v0, v4, v7, v3);
  354. // Right
  355. CreateQuad(box_indices, box_vertices, v2, v6, v5, v1);
  356. // Front
  357. CreateQuad(box_indices, box_vertices, v3, v7, v6, v2);
  358. // Back
  359. CreateQuad(box_indices, box_vertices, v0, v1, v5, v4);
  360. mBox = new Geometry(CreateTriangleBatch(box_vertices, box_indices), AABox(Vec3(-1, -1, -1), Vec3(1, 1, 1)));
  361. }
  362. // Support function that returns a unit sphere
  363. auto sphere_support = [](Vec3Arg inDirection) { return inDirection; };
  364. // Construct geometries
  365. mSphere = new Geometry(AABox(Vec3(-1, -1, -1), Vec3(1, 1, 1)));
  366. mCapsuleBottom = new Geometry(AABox(Vec3(-1, -1, -1), Vec3(1, 0, 1)));
  367. mCapsuleTop = new Geometry(AABox(Vec3(-1, 0, -1), Vec3(1, 1, 1)));
  368. mCapsuleMid = new Geometry(AABox(Vec3(-1, -1, -1), Vec3(1, 1, 1)));
  369. mOpenCone = new Geometry(AABox(Vec3(-1, 0, -1), Vec3(1, 1, 1)));
  370. mCylinder = new Geometry(AABox(Vec3(-1, -1, -1), Vec3(1, 1, 1)));
  371. // Iterate over levels
  372. for (int level = sMaxLevel; level >= 1; --level)
  373. {
  374. // Determine at which distance this level should be active
  375. float distance = sLODDistanceForLevel[sMaxLevel - level];
  376. // Sphere
  377. mSphere->mLODs.push_back({ CreateTriangleBatchForConvex(sphere_support, level), distance });
  378. // Capsule bottom half sphere
  379. {
  380. Array<Vertex> capsule_bottom_vertices;
  381. Array<uint32> capsule_bottom_indices;
  382. Create8thSphere(capsule_bottom_indices, capsule_bottom_vertices, -Vec3::sAxisX(), -Vec3::sAxisY(), Vec3::sAxisZ(), Float2(0.25f, 0.25f), sphere_support, level);
  383. Create8thSphere(capsule_bottom_indices, capsule_bottom_vertices, -Vec3::sAxisY(), Vec3::sAxisX(), Vec3::sAxisZ(), Float2(0.25f, 0.75f), sphere_support, level);
  384. Create8thSphere(capsule_bottom_indices, capsule_bottom_vertices, Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), Float2(0.25f, 0.25f), sphere_support, level);
  385. Create8thSphere(capsule_bottom_indices, capsule_bottom_vertices, -Vec3::sAxisY(), -Vec3::sAxisX(), -Vec3::sAxisZ(), Float2(0.25f, 0.75f), sphere_support, level);
  386. mCapsuleBottom->mLODs.push_back({ CreateTriangleBatch(capsule_bottom_vertices, capsule_bottom_indices), distance });
  387. }
  388. // Capsule top half sphere
  389. {
  390. Array<Vertex> capsule_top_vertices;
  391. Array<uint32> capsule_top_indices;
  392. Create8thSphere(capsule_top_indices, capsule_top_vertices, Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ(), Float2(0.25f, 0.75f), 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::sAxisY(), Vec3::sAxisX(), -Vec3::sAxisZ(), Float2(0.25f, 0.25f), sphere_support, level);
  395. Create8thSphere(capsule_top_indices, capsule_top_vertices, -Vec3::sAxisX(), Vec3::sAxisY(), -Vec3::sAxisZ(), Float2(0.25f, 0.75f), sphere_support, level);
  396. mCapsuleTop->mLODs.push_back({ CreateTriangleBatch(capsule_top_vertices, capsule_top_indices), distance });
  397. }
  398. // Capsule middle part
  399. {
  400. Array<Vertex> capsule_mid_vertices;
  401. Array<uint32> capsule_mid_indices;
  402. for (int q = 0; q < 4; ++q)
  403. {
  404. Float2 uv = (q & 1) == 0? Float2(0.25f, 0.25f) : Float2(0.25f, 0.75f);
  405. uint32 start_idx = (uint32)capsule_mid_vertices.size();
  406. int num_parts = 1 << level;
  407. for (int i = 0; i <= num_parts; ++i)
  408. {
  409. float angle = 0.5f * JPH_PI * (float(q) + float(i) / num_parts);
  410. float s = Sin(angle);
  411. float c = Cos(angle);
  412. Float3 vt(s, 1.0f, c);
  413. Float3 vb(s, -1.0f, c);
  414. Float3 n(s, 0, c);
  415. capsule_mid_vertices.push_back({ vt, n, uv, Color::sWhite });
  416. capsule_mid_vertices.push_back({ vb, n, uv, Color::sWhite });
  417. }
  418. for (int i = 0; i < num_parts; ++i)
  419. {
  420. uint32 start = start_idx + 2 * i;
  421. capsule_mid_indices.push_back(start);
  422. capsule_mid_indices.push_back(start + 1);
  423. capsule_mid_indices.push_back(start + 3);
  424. capsule_mid_indices.push_back(start);
  425. capsule_mid_indices.push_back(start + 3);
  426. capsule_mid_indices.push_back(start + 2);
  427. }
  428. }
  429. mCapsuleMid->mLODs.push_back({ CreateTriangleBatch(capsule_mid_vertices, capsule_mid_indices), distance });
  430. }
  431. // Open cone
  432. {
  433. Array<Vertex> open_cone_vertices;
  434. Array<uint32> open_cone_indices;
  435. for (int q = 0; q < 4; ++q)
  436. {
  437. Float2 uv = (q & 1) == 0? Float2(0.25f, 0.25f) : Float2(0.25f, 0.75f);
  438. uint32 start_idx = (uint32)open_cone_vertices.size();
  439. int num_parts = 2 << level;
  440. Float3 vt(0, 0, 0);
  441. for (int i = 0; i <= num_parts; ++i)
  442. {
  443. // Calculate bottom vertex
  444. float angle = 0.5f * JPH_PI * (float(q) + float(i) / num_parts);
  445. float s = Sin(angle);
  446. float c = Cos(angle);
  447. Float3 vb(s, 1.0f, c);
  448. // Calculate normal
  449. // perpendicular = Y cross vb (perpendicular to the plane in which 0, y and vb exists)
  450. // normal = perpendicular cross vb (normal to the edge 0 vb)
  451. Vec3 normal = Vec3(s, -Square(s) - Square(c), c).Normalized();
  452. Float3 n; normal.StoreFloat3(&n);
  453. open_cone_vertices.push_back({ vt, n, uv, Color::sWhite });
  454. open_cone_vertices.push_back({ vb, n, uv, Color::sWhite });
  455. }
  456. for (int i = 0; i < num_parts; ++i)
  457. {
  458. uint32 start = start_idx + 2 * i;
  459. open_cone_indices.push_back(start);
  460. open_cone_indices.push_back(start + 1);
  461. open_cone_indices.push_back(start + 3);
  462. }
  463. }
  464. mOpenCone->mLODs.push_back({ CreateTriangleBatch(open_cone_vertices, open_cone_indices), distance });
  465. }
  466. // Cylinder
  467. {
  468. Array<Vertex> cylinder_vertices;
  469. Array<uint32> cylinder_indices;
  470. for (int q = 0; q < 4; ++q)
  471. {
  472. Float2 uv = (q & 1) == 0? Float2(0.25f, 0.75f) : Float2(0.25f, 0.25f);
  473. uint32 center_start_idx = (uint32)cylinder_vertices.size();
  474. Float3 nt(0.0f, 1.0f, 0.0f);
  475. Float3 nb(0.0f, -1.0f, 0.0f);
  476. cylinder_vertices.push_back({ Float3(0.0f, 1.0f, 0.0f), nt, uv, Color::sWhite });
  477. cylinder_vertices.push_back({ Float3(0.0f, -1.0f, 0.0f), nb, uv, Color::sWhite });
  478. uint32 vtx_start_idx = (uint32)cylinder_vertices.size();
  479. int num_parts = 1 << level;
  480. for (int i = 0; i <= num_parts; ++i)
  481. {
  482. float angle = 0.5f * JPH_PI * (float(q) + float(i) / num_parts);
  483. float s = Sin(angle);
  484. float c = Cos(angle);
  485. Float3 vt(s, 1.0f, c);
  486. Float3 vb(s, -1.0f, c);
  487. Float3 n(s, 0, c);
  488. cylinder_vertices.push_back({ vt, nt, uv, Color::sWhite });
  489. cylinder_vertices.push_back({ vb, nb, uv, Color::sWhite });
  490. cylinder_vertices.push_back({ vt, n, uv, Color::sWhite });
  491. cylinder_vertices.push_back({ vb, n, uv, Color::sWhite });
  492. }
  493. for (int i = 0; i < num_parts; ++i)
  494. {
  495. uint32 start = vtx_start_idx + 4 * i;
  496. // Top
  497. cylinder_indices.push_back(center_start_idx);
  498. cylinder_indices.push_back(start);
  499. cylinder_indices.push_back(start + 4);
  500. // Bottom
  501. cylinder_indices.push_back(center_start_idx + 1);
  502. cylinder_indices.push_back(start + 5);
  503. cylinder_indices.push_back(start + 1);
  504. // Side
  505. cylinder_indices.push_back(start + 2);
  506. cylinder_indices.push_back(start + 3);
  507. cylinder_indices.push_back(start + 7);
  508. cylinder_indices.push_back(start + 2);
  509. cylinder_indices.push_back(start + 7);
  510. cylinder_indices.push_back(start + 6);
  511. }
  512. }
  513. mCylinder->mLODs.push_back({ CreateTriangleBatch(cylinder_vertices, cylinder_indices), distance });
  514. }
  515. }
  516. }
  517. AABox DebugRenderer::sCalculateBounds(const Vertex *inVertices, int inVertexCount)
  518. {
  519. AABox bounds;
  520. for (const Vertex *v = inVertices, *v_end = inVertices + inVertexCount; v < v_end; ++v)
  521. bounds.Encapsulate(Vec3(v->mPosition));
  522. return bounds;
  523. }
  524. DebugRenderer::Batch DebugRenderer::CreateTriangleBatch(const VertexList &inVertices, const IndexedTriangleNoMaterialList &inTriangles)
  525. {
  526. JPH_PROFILE_FUNCTION();
  527. Array<Vertex> vertices;
  528. // Create render vertices
  529. vertices.resize(inVertices.size());
  530. for (size_t v = 0; v < inVertices.size(); ++v)
  531. {
  532. vertices[v].mPosition = inVertices[v];
  533. vertices[v].mNormal = Float3(0, 0, 0);
  534. vertices[v].mUV = Float2(0, 0);
  535. vertices[v].mColor = Color::sWhite;
  536. }
  537. // Calculate normals
  538. for (size_t i = 0; i < inTriangles.size(); ++i)
  539. {
  540. const IndexedTriangleNoMaterial &tri = inTriangles[i];
  541. // Calculate normal of face
  542. Vec3 vtx[3];
  543. for (int j = 0; j < 3; ++j)
  544. vtx[j] = Vec3::sLoadFloat3Unsafe(vertices[tri.mIdx[j]].mPosition);
  545. Vec3 normal = ((vtx[1] - vtx[0]).Cross(vtx[2] - vtx[0])).Normalized();
  546. // Add normal to all vertices in face
  547. for (int j = 0; j < 3; ++j)
  548. (Vec3::sLoadFloat3Unsafe(vertices[tri.mIdx[j]].mNormal) + normal).StoreFloat3(&vertices[tri.mIdx[j]].mNormal);
  549. }
  550. // Renormalize vertex normals
  551. for (size_t i = 0; i < vertices.size(); ++i)
  552. Vec3::sLoadFloat3Unsafe(vertices[i].mNormal).Normalized().StoreFloat3(&vertices[i].mNormal);
  553. return CreateTriangleBatch(&vertices[0], (int)vertices.size(), &inTriangles[0].mIdx[0], (int)(3 * inTriangles.size()));
  554. }
  555. DebugRenderer::Batch DebugRenderer::CreateTriangleBatchForConvex(SupportFunction inGetSupport, int inLevel, AABox *outBounds)
  556. {
  557. JPH_PROFILE_FUNCTION();
  558. Array<Vertex> vertices;
  559. Array<uint32> indices;
  560. Create8thSphere(indices, vertices, Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ(), Float2(0.25f, 0.25f), inGetSupport, inLevel);
  561. Create8thSphere(indices, vertices, Vec3::sAxisY(), -Vec3::sAxisX(), Vec3::sAxisZ(), Float2(0.25f, 0.75f), inGetSupport, inLevel);
  562. Create8thSphere(indices, vertices, -Vec3::sAxisY(), Vec3::sAxisX(), Vec3::sAxisZ(), Float2(0.25f, 0.75f), inGetSupport, inLevel);
  563. Create8thSphere(indices, vertices, -Vec3::sAxisX(), -Vec3::sAxisY(), Vec3::sAxisZ(), Float2(0.25f, 0.25f), inGetSupport, inLevel);
  564. Create8thSphere(indices, vertices, Vec3::sAxisY(), Vec3::sAxisX(), -Vec3::sAxisZ(), Float2(0.25f, 0.75f), inGetSupport, inLevel);
  565. Create8thSphere(indices, vertices, -Vec3::sAxisX(), Vec3::sAxisY(), -Vec3::sAxisZ(), Float2(0.25f, 0.25f), inGetSupport, inLevel);
  566. Create8thSphere(indices, vertices, Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), Float2(0.25f, 0.25f), inGetSupport, inLevel);
  567. Create8thSphere(indices, vertices, -Vec3::sAxisY(), -Vec3::sAxisX(), -Vec3::sAxisZ(), Float2(0.25f, 0.75f), inGetSupport, inLevel);
  568. if (outBounds != nullptr)
  569. *outBounds = sCalculateBounds(&vertices[0], (int)vertices.size());
  570. return CreateTriangleBatch(vertices, indices);
  571. }
  572. DebugRenderer::GeometryRef DebugRenderer::CreateTriangleGeometryForConvex(SupportFunction inGetSupport)
  573. {
  574. GeometryRef geometry;
  575. // Iterate over levels
  576. for (int level = sMaxLevel; level >= 1; --level)
  577. {
  578. // Determine at which distance this level should be active
  579. float distance = sLODDistanceForLevel[sMaxLevel - level];
  580. // Create triangle batch and only calculate bounds for highest LOD level
  581. AABox bounds;
  582. Batch batch = CreateTriangleBatchForConvex(inGetSupport, level, geometry == nullptr? &bounds : nullptr);
  583. // Construct geometry in the first iteration
  584. if (geometry == nullptr)
  585. geometry = new Geometry(bounds);
  586. // Add the LOD
  587. geometry->mLODs.push_back({ batch, distance });
  588. }
  589. return geometry;
  590. }
  591. void DebugRenderer::DrawBox(const AABox &inBox, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  592. {
  593. JPH_PROFILE_FUNCTION();
  594. RMat44 m = RMat44::sScale(inBox.GetExtent());
  595. m.SetTranslation(RVec3(inBox.GetCenter()));
  596. DrawGeometry(m, inColor, mBox, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  597. }
  598. void DebugRenderer::DrawBox(RMat44Arg inMatrix, const AABox &inBox, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  599. {
  600. JPH_PROFILE_FUNCTION();
  601. Mat44 m = Mat44::sScale(inBox.GetExtent());
  602. m.SetTranslation(inBox.GetCenter());
  603. DrawGeometry(inMatrix * m, inColor, mBox, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  604. }
  605. void DebugRenderer::DrawSphere(RVec3Arg inCenter, float inRadius, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  606. {
  607. JPH_PROFILE_FUNCTION();
  608. RMat44 matrix = RMat44::sTranslation(inCenter) * Mat44::sScale(inRadius);
  609. DrawUnitSphere(matrix, inColor, inCastShadow, inDrawMode);
  610. }
  611. void DebugRenderer::DrawUnitSphere(RMat44Arg inMatrix, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  612. {
  613. JPH_PROFILE_FUNCTION();
  614. DrawGeometry(inMatrix, inColor, mSphere, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  615. }
  616. void DebugRenderer::DrawCapsule(RMat44Arg inMatrix, float inHalfHeightOfCylinder, float inRadius, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  617. {
  618. JPH_PROFILE_FUNCTION();
  619. Mat44 scale_matrix = Mat44::sScale(inRadius);
  620. // Calculate world space bounding box
  621. AABox local_bounds(Vec3(-inRadius, -inHalfHeightOfCylinder - inRadius, -inRadius), Vec3(inRadius, inHalfHeightOfCylinder + inRadius, inRadius));
  622. AABox world_bounds = local_bounds.Transformed(inMatrix);
  623. float radius_sq = Square(inRadius);
  624. // Draw bottom half sphere
  625. RMat44 bottom_matrix = inMatrix * Mat44::sTranslation(Vec3(0, -inHalfHeightOfCylinder, 0)) * scale_matrix;
  626. DrawGeometry(bottom_matrix, world_bounds, radius_sq, inColor, mCapsuleBottom, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  627. // Draw top half sphere
  628. RMat44 top_matrix = inMatrix * Mat44::sTranslation(Vec3(0, inHalfHeightOfCylinder, 0)) * scale_matrix;
  629. DrawGeometry(top_matrix, world_bounds, radius_sq, inColor, mCapsuleTop, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  630. // Draw middle part
  631. DrawGeometry(inMatrix * Mat44::sScale(Vec3(inRadius, inHalfHeightOfCylinder, inRadius)), world_bounds, radius_sq, inColor, mCapsuleMid, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  632. }
  633. void DebugRenderer::DrawCylinder(RMat44Arg inMatrix, float inHalfHeight, float inRadius, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  634. {
  635. JPH_PROFILE_FUNCTION();
  636. Mat44 local_transform(Vec4(inRadius, 0, 0, 0), Vec4(0, inHalfHeight, 0, 0), Vec4(0, 0, inRadius, 0), Vec4(0, 0, 0, 1));
  637. RMat44 transform = inMatrix * local_transform;
  638. DrawGeometry(transform, mCylinder->mBounds.Transformed(transform), Square(inRadius), inColor, mCylinder, ECullMode::CullBackFace, inCastShadow, inDrawMode);
  639. }
  640. void DebugRenderer::DrawOpenCone(RVec3Arg inTop, Vec3Arg inAxis, Vec3Arg inPerpendicular, float inHalfAngle, float inLength, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  641. {
  642. JPH_PROFILE_FUNCTION();
  643. JPH_ASSERT(inAxis.IsNormalized(1.0e-4f));
  644. JPH_ASSERT(inPerpendicular.IsNormalized(1.0e-4f));
  645. JPH_ASSERT(abs(inPerpendicular.Dot(inAxis)) < 1.0e-4f);
  646. Vec3 axis = Sign(inHalfAngle) * inLength * inAxis;
  647. float scale = inLength * Tan(abs(inHalfAngle));
  648. if (scale != 0.0f)
  649. {
  650. Vec3 perp1 = scale * inPerpendicular;
  651. Vec3 perp2 = scale * inAxis.Cross(inPerpendicular);
  652. RMat44 transform(Vec4(perp1, 0), Vec4(axis, 0), Vec4(perp2, 0), inTop);
  653. DrawGeometry(transform, inColor, mOpenCone, ECullMode::Off, inCastShadow, inDrawMode);
  654. }
  655. }
  656. void DebugRenderer::DrawSwingLimits(RMat44Arg inMatrix, float inSwingYHalfAngle, float inSwingZHalfAngle, float inEdgeLength, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  657. {
  658. JPH_PROFILE_FUNCTION();
  659. // Assert sane input
  660. JPH_ASSERT(inSwingYHalfAngle >= 0.0f && inSwingYHalfAngle <= JPH_PI);
  661. JPH_ASSERT(inSwingZHalfAngle >= 0.0f && inSwingZHalfAngle <= JPH_PI);
  662. JPH_ASSERT(inEdgeLength > 0.0f);
  663. // Check cache
  664. SwingLimits limits { inSwingYHalfAngle, inSwingZHalfAngle };
  665. GeometryRef &geometry = mSwingLimits[limits];
  666. if (geometry == nullptr)
  667. {
  668. // Number of segments to draw the cone with
  669. const int num_segments = 64;
  670. int half_num_segments = num_segments / 2;
  671. // The y and z values of the quaternion are limited to an ellipse, e1 and e2 are the radii of this ellipse
  672. float e1 = Sin(0.5f * inSwingZHalfAngle);
  673. float e2 = Sin(0.5f * inSwingYHalfAngle);
  674. // Check if the limits will draw something
  675. if ((e1 <= 0.0f && e2 <= 0.0f) || (e2 >= 1.0f && e1 >= 1.0f))
  676. return;
  677. // Calculate squared values
  678. float e1_sq = Square(e1);
  679. float e2_sq = Square(e2);
  680. // Allocate space for vertices
  681. int num_vertices = 2 * num_segments;
  682. Vertex *vertices_start = (Vertex *)JPH_STACK_ALLOC(num_vertices * sizeof(Vertex));
  683. Vertex *vertices = vertices_start;
  684. // Calculate local space vertices for shape
  685. Vec3 ls_vertices[num_segments];
  686. int tgt_vertex = 0;
  687. for (int side_iter = 0; side_iter < 2; ++side_iter)
  688. for (int segment_iter = 0; segment_iter < half_num_segments; ++segment_iter)
  689. {
  690. float y, z;
  691. if (e2_sq > e1_sq)
  692. {
  693. // Trace the y value of the quaternion
  694. y = e2 - 2.0f * segment_iter * e2 / half_num_segments;
  695. // Calculate the corresponding z value of the quaternion
  696. float z_sq = e1_sq - e1_sq / e2_sq * Square(y);
  697. z = z_sq <= 0.0f? 0.0f : sqrt(z_sq);
  698. }
  699. else
  700. {
  701. // Trace the z value of the quaternion
  702. z = -e1 + 2.0f * segment_iter * e1 / half_num_segments;
  703. // Calculate the corresponding y value of the quaternion
  704. float y_sq = e2_sq - e2_sq / e1_sq * Square(z);
  705. y = y_sq <= 0.0f? 0.0f : sqrt(y_sq);
  706. }
  707. // If we're tracing the opposite side, flip the values
  708. if (side_iter == 1)
  709. {
  710. z = -z;
  711. y = -y;
  712. }
  713. // Create quaternion
  714. Vec3 q_xyz(0, y, z);
  715. float w = sqrt(1.0f - q_xyz.LengthSq());
  716. Quat q(Vec4(q_xyz, w));
  717. // Store vertex
  718. ls_vertices[tgt_vertex++] = q.RotateAxisX();
  719. }
  720. for (int i = 0; i < num_segments; ++i)
  721. {
  722. // Get output vertices
  723. Vertex &top = *(vertices++);
  724. Vertex &bottom = *(vertices++);
  725. // Get local position
  726. Vec3 &pos = ls_vertices[i];
  727. // Get local normal
  728. Vec3 &prev_pos = ls_vertices[(i + num_segments - 1) % num_segments];
  729. Vec3 &next_pos = ls_vertices[(i + 1) % num_segments];
  730. Vec3 normal = 0.5f * (next_pos.Cross(pos).Normalized() + pos.Cross(prev_pos).Normalized());
  731. // Store top vertex
  732. top.mPosition = { 0, 0, 0 };
  733. normal.StoreFloat3(&top.mNormal);
  734. top.mColor = Color::sWhite;
  735. top.mUV = { 0, 0 };
  736. // Store bottom vertex
  737. pos.StoreFloat3(&bottom.mPosition);
  738. normal.StoreFloat3(&bottom.mNormal);
  739. bottom.mColor = Color::sWhite;
  740. bottom.mUV = { 0, 0 };
  741. }
  742. // Allocate space for indices
  743. int num_indices = 3 * num_segments;
  744. uint32 *indices_start = (uint32 *)JPH_STACK_ALLOC(num_indices * sizeof(uint32));
  745. uint32 *indices = indices_start;
  746. // Calculate indices
  747. for (int i = 0; i < num_segments; ++i)
  748. {
  749. int first = 2 * i;
  750. int second = (first + 3) % num_vertices;
  751. int third = first + 1;
  752. // Triangle
  753. *indices++ = first;
  754. *indices++ = second;
  755. *indices++ = third;
  756. }
  757. // Convert to triangle batch
  758. geometry = new Geometry(CreateTriangleBatch(vertices_start, num_vertices, indices_start, num_indices), sCalculateBounds(vertices_start, num_vertices));
  759. }
  760. DrawGeometry(inMatrix * Mat44::sScale(inEdgeLength), inColor, geometry, ECullMode::Off, inCastShadow, inDrawMode);
  761. }
  762. void DebugRenderer::DrawPie(RVec3Arg inCenter, float inRadius, Vec3Arg inNormal, Vec3Arg inAxis, float inMinAngle, float inMaxAngle, ColorArg inColor, ECastShadow inCastShadow, EDrawMode inDrawMode)
  763. {
  764. if (inMinAngle >= inMaxAngle)
  765. return;
  766. JPH_PROFILE_FUNCTION();
  767. JPH_ASSERT(inAxis.IsNormalized(1.0e-4f));
  768. JPH_ASSERT(inNormal.IsNormalized(1.0e-4f));
  769. JPH_ASSERT(abs(inNormal.Dot(inAxis)) < 1.0e-4f);
  770. // Pies have a unique batch based on the difference between min and max angle
  771. float delta_angle = inMaxAngle - inMinAngle;
  772. GeometryRef &geometry = mPieLimits[delta_angle];
  773. if (geometry == nullptr)
  774. {
  775. int num_parts = (int)ceil(64.0f * delta_angle / (2.0f * JPH_PI));
  776. Float3 normal = { 0, 1, 0 };
  777. Float3 center = { 0, 0, 0 };
  778. // Allocate space for vertices
  779. int num_vertices = num_parts + 2;
  780. Vertex *vertices_start = (Vertex *)JPH_STACK_ALLOC(num_vertices * sizeof(Vertex));
  781. Vertex *vertices = vertices_start;
  782. // Center of circle
  783. *vertices++ = { center, normal, { 0, 0 }, Color::sWhite };
  784. // Outer edge of pie
  785. for (int i = 0; i <= num_parts; ++i)
  786. {
  787. float angle = float(i) / float(num_parts) * delta_angle;
  788. Float3 pos = { Cos(angle), 0, Sin(angle) };
  789. *vertices++ = { pos, normal, { 0, 0 }, Color::sWhite };
  790. }
  791. // Allocate space for indices
  792. int num_indices = num_parts * 3;
  793. uint32 *indices_start = (uint32 *)JPH_STACK_ALLOC(num_indices * sizeof(uint32));
  794. uint32 *indices = indices_start;
  795. for (int i = 0; i < num_parts; ++i)
  796. {
  797. *indices++ = 0;
  798. *indices++ = i + 1;
  799. *indices++ = i + 2;
  800. }
  801. // Convert to triangle batch
  802. geometry = new Geometry(CreateTriangleBatch(vertices_start, num_vertices, indices_start, num_indices), sCalculateBounds(vertices_start, num_vertices));
  803. }
  804. // Construct matrix that transforms pie into world space
  805. RMat44 matrix = RMat44(Vec4(inRadius * inAxis, 0), Vec4(inRadius * inNormal, 0), Vec4(inRadius * inNormal.Cross(inAxis), 0), inCenter) * Mat44::sRotationY(-inMinAngle);
  806. DrawGeometry(matrix, inColor, geometry, ECullMode::Off, inCastShadow, inDrawMode);
  807. }
  808. JPH_NAMESPACE_END
  809. #endif // JPH_DEBUG_RENDERER