Jolt Physics
A multi core friendly Game Physics Engine
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DebugRenderer.h
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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
5#pragma once
6
7#ifndef JPH_DEBUG_RENDERER
8 #error This file should only be included when JPH_DEBUG_RENDERER is defined
9#endif // !JPH_DEBUG_RENDERER
10
11#ifndef JPH_DEBUG_RENDERER_EXPORT
12 // By default export the debug renderer
13 #define JPH_DEBUG_RENDERER_EXPORT JPH_EXPORT
14#endif // !JPH_DEBUG_RENDERER_EXPORT
15
16#include <Jolt/Core/Color.h>
17#include <Jolt/Core/Reference.h>
20#include <Jolt/Math/Float2.h>
22#include <Jolt/Geometry/AABox.h>
23
25
26class OrientedBox;
27
30{
31public:
33
36 virtual ~DebugRenderer();
37
39 virtual void DrawLine(RVec3Arg inFrom, RVec3Arg inTo, ColorArg inColor) = 0;
40
42 void DrawWireBox(const AABox &inBox, ColorArg inColor);
43 void DrawWireBox(const OrientedBox &inBox, ColorArg inColor);
44 void DrawWireBox(RMat44Arg inMatrix, const AABox &inBox, ColorArg inColor);
45
47 void DrawMarker(RVec3Arg inPosition, ColorArg inColor, float inSize);
48
50 void DrawArrow(RVec3Arg inFrom, RVec3Arg inTo, ColorArg inColor, float inSize);
51
53 void DrawCoordinateSystem(RMat44Arg inTransform, float inSize = 1.0f);
54
56 void DrawPlane(RVec3Arg inPoint, Vec3Arg inNormal, ColorArg inColor, float inSize);
57
59 void DrawWireTriangle(RVec3Arg inV1, RVec3Arg inV2, RVec3Arg inV3, ColorArg inColor);
60
62 template <class VERTEX_ARRAY>
63 void DrawWirePolygon(RMat44Arg 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); }
64
66 void DrawWireSphere(RVec3Arg inCenter, float inRadius, ColorArg inColor, int inLevel = 3);
67 void DrawWireUnitSphere(RMat44Arg inMatrix, ColorArg inColor, int inLevel = 3);
68
70 enum class ECastShadow
71 {
72 On, // This shape should cast a shadow
73 Off // This shape should not cast a shadow
74 };
75
77 enum class EDrawMode
78 {
79 Solid,
80 Wireframe,
81 };
82
84 virtual void DrawTriangle(RVec3Arg inV1, RVec3Arg inV2, RVec3Arg inV3, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::Off) = 0;
85
87 void DrawBox(const AABox &inBox, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
88 void DrawBox(RMat44Arg inMatrix, const AABox &inBox, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
89
91 void DrawSphere(RVec3Arg inCenter, float inRadius, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
92 void DrawUnitSphere(RMat44Arg inMatrix, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
93
96 void DrawCapsule(RMat44Arg inMatrix, float inHalfHeightOfCylinder, float inRadius, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
97
100 void DrawCylinder(RMat44Arg inMatrix, float inHalfHeight, float inRadius, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
101
111 void DrawOpenCone(RVec3Arg inTop, Vec3Arg inAxis, Vec3Arg inPerpendicular, float inHalfAngle, float inLength, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
112
121 void DrawSwingLimits(RMat44Arg inMatrix, float inSwingYHalfAngle, float inSwingZHalfAngle, float inEdgeLength, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
122
133 void DrawPie(RVec3Arg inCenter, float inRadius, Vec3Arg inNormal, Vec3Arg inAxis, float inMinAngle, float inMaxAngle, ColorArg inColor, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid);
134
137
139 class Vertex
140 {
141 public:
146 };
147
150 {
151 public:
152 Triangle() = default;
153 Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor);
154 Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, ColorArg inColor, Vec3Arg inUVOrigin, Vec3Arg inUVDirection);
155
156 Vertex mV[3];
157 };
158
161
163 class LOD
164 {
165 public:
168 };
169
171 class Geometry : public RefTarget<Geometry>
172 {
173 public:
175
177 Geometry(const AABox &inBounds) : mBounds(inBounds) { }
178 Geometry(const Batch &inBatch, const AABox &inBounds) : mBounds(inBounds) { mLODs.push_back({ inBatch, FLT_MAX }); }
179
182
185 };
186
189
191 static AABox sCalculateBounds(const Vertex *inVertices, int inVertexCount);
192
194 virtual Batch CreateTriangleBatch(const Triangle *inTriangles, int inTriangleCount) = 0;
195 virtual Batch CreateTriangleBatch(const Vertex *inVertices, int inVertexCount, const uint32 *inIndices, int inIndexCount) = 0;
196 Batch CreateTriangleBatch(const Array<Triangle> &inTriangles) { return CreateTriangleBatch(inTriangles.empty()? nullptr : &inTriangles[0], int(inTriangles.size())); }
197 Batch CreateTriangleBatch(const Array<Vertex> &inVertices, const Array<uint32> &inIndices) { return CreateTriangleBatch(inVertices.empty()? nullptr : &inVertices[0], int(inVertices.size()), inIndices.empty()? nullptr : &inIndices[0], int(inIndices.size())); }
198 Batch CreateTriangleBatch(const VertexList &inVertices, const IndexedTriangleNoMaterialList &inTriangles);
199
201 using SupportFunction = function<Vec3 (Vec3Arg inDirection)>;
202 Batch CreateTriangleBatchForConvex(SupportFunction inGetSupport, int inLevel, AABox *outBounds = nullptr);
203 GeometryRef CreateTriangleGeometryForConvex(SupportFunction inGetSupport);
204
206 enum class ECullMode
207 {
208 CullBackFace,
209 CullFrontFace,
210 Off
211 };
212
222 virtual void DrawGeometry(RMat44Arg inModelMatrix, const AABox &inWorldSpaceBounds, float inLODScaleSq, ColorArg inModelColor, const GeometryRef &inGeometry, ECullMode inCullMode = ECullMode::CullBackFace, ECastShadow inCastShadow = ECastShadow::On, EDrawMode inDrawMode = EDrawMode::Solid) = 0;
223 void DrawGeometry(RMat44Arg 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); }
224
226 virtual void DrawText3D(RVec3Arg inPosition, const string_view &inString, ColorArg inColor = Color::sWhite, float inHeight = 0.5f) = 0;
227
228protected:
230 void Initialize();
231
232private:
234 void DrawWireUnitSphereRecursive(RMat44Arg inMatrix, ColorArg inColor, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, int inLevel);
235
237 void CreateQuad(Array<uint32> &ioIndices, Array<Vertex> &ioVertices, Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, Vec3Arg inV4);
238
240 void 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);
241 void Create8thSphere(Array<uint32> &ioIndices, Array<Vertex> &ioVertices, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, const Float2 &inUV, SupportFunction inGetSupport, int inLevel);
242
243 // Predefined shapes
244 GeometryRef mBox;
245 GeometryRef mSphere;
246 GeometryRef mCapsuleTop;
247 GeometryRef mCapsuleMid;
248 GeometryRef mCapsuleBottom;
249 GeometryRef mOpenCone;
250 GeometryRef mCylinder;
251
252 struct SwingLimits
253 {
254 bool operator == (const SwingLimits &inRHS) const { return mSwingYHalfAngle == inRHS.mSwingYHalfAngle && mSwingZHalfAngle == inRHS.mSwingZHalfAngle; }
255
256 float mSwingYHalfAngle;
257 float mSwingZHalfAngle;
258 };
259
260 JPH_MAKE_HASH_STRUCT(SwingLimits, SwingLimitsHasher, t.mSwingYHalfAngle, t.mSwingZHalfAngle)
261
262 using SwingBatches = UnorderedMap<SwingLimits, GeometryRef, SwingLimitsHasher>;
263 SwingBatches mSwingLimits;
264
265 using PieBatces = UnorderedMap<float, GeometryRef>;
266 PieBatces mPieLimits;
267};
268
#define JPH_NAMESPACE_END
Definition: Core.h:354
std::uint32_t uint32
Definition: Core.h:429
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:348
#define JPH_DEBUG_RENDERER_EXPORT
Definition: DebugRenderer.h:13
Array< Float3 > VertexList
Definition: Float3.h:43
#define JPH_MAKE_HASH_STRUCT(type, name,...)
Definition: HashCombine.h:76
Array< IndexedTriangleNoMaterial > IndexedTriangleNoMaterialList
Definition: IndexedTriangle.h:108
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition: Memory.h:29
@ Off
Motor is off.
std::vector< T, STLAllocator< T > > Array
Definition: STLAllocator.h:81
std::unordered_map< Key, T, Hash, KeyEqual, STLAllocator< pair< const Key, T > > > UnorderedMap
Definition: UnorderedMap.h:13
Axis aligned box.
Definition: AABox.h:16
Class that holds an RGBA color with 8-bits per component.
Definition: Color.h:16
static const Color sWhite
Definition: Color.h:61
A geometry primitive containing triangle batches for various lods.
Definition: DebugRenderer.h:172
AABox mBounds
Bounding box that encapsulates all LODs.
Definition: DebugRenderer.h:184
Array< LOD > mLODs
All level of details for this mesh.
Definition: DebugRenderer.h:181
JPH_OVERRIDE_NEW_DELETE Geometry(const AABox &inBounds)
Constructor.
Definition: DebugRenderer.h:177
Geometry(const Batch &inBatch, const AABox &inBounds)
Definition: DebugRenderer.h:178
A single level of detail.
Definition: DebugRenderer.h:164
Batch mTriangleBatch
Definition: DebugRenderer.h:166
float mDistance
Definition: DebugRenderer.h:167
A single triangle.
Definition: DebugRenderer.h:150
Vertex format used by the triangle renderer.
Definition: DebugRenderer.h:140
Float3 mPosition
Definition: DebugRenderer.h:142
Float2 mUV
Definition: DebugRenderer.h:144
Color mColor
Definition: DebugRenderer.h:145
Float3 mNormal
Definition: DebugRenderer.h:143
Simple triangle renderer for debugging purposes.
Definition: DebugRenderer.h:30
virtual void DrawText3D(RVec3Arg inPosition, const string_view &inString, ColorArg inColor=Color::sWhite, float inHeight=0.5f)=0
Draw text.
ECullMode
Determines which polygons are culled.
Definition: DebugRenderer.h:207
virtual Batch CreateTriangleBatch(const Vertex *inVertices, int inVertexCount, const uint32 *inIndices, int inIndexCount)=0
virtual Batch CreateTriangleBatch(const Triangle *inTriangles, int inTriangleCount)=0
Create a batch of triangles that can be drawn efficiently.
virtual void DrawGeometry(RMat44Arg inModelMatrix, const AABox &inWorldSpaceBounds, float inLODScaleSq, ColorArg inModelColor, const GeometryRef &inGeometry, ECullMode inCullMode=ECullMode::CullBackFace, ECastShadow inCastShadow=ECastShadow::On, EDrawMode inDrawMode=EDrawMode::Solid)=0
ECastShadow
Enum that determines if a shadow should be cast or not.
Definition: DebugRenderer.h:71
static DebugRenderer * sInstance
Singleton instance.
Definition: DebugRenderer.h:136
Batch CreateTriangleBatch(const Array< Triangle > &inTriangles)
Definition: DebugRenderer.h:196
EDrawMode
Determines how triangles are drawn.
Definition: DebugRenderer.h:78
Batch CreateTriangleBatch(const Array< Vertex > &inVertices, const Array< uint32 > &inIndices)
Definition: DebugRenderer.h:197
void DrawGeometry(RMat44Arg inModelMatrix, ColorArg inModelColor, const GeometryRef &inGeometry, ECullMode inCullMode=ECullMode::CullBackFace, ECastShadow inCastShadow=ECastShadow::On, EDrawMode inDrawMode=EDrawMode::Solid)
Definition: DebugRenderer.h:223
void DrawWirePolygon(RMat44Arg inTransform, const VERTEX_ARRAY &inVertices, ColorArg inColor, float inArrowSize=0.0f)
Draw a wireframe polygon.
Definition: DebugRenderer.h:63
virtual void DrawLine(RVec3Arg inFrom, RVec3Arg inTo, ColorArg inColor)=0
Draw line.
function< Vec3(Vec3Arg inDirection)> SupportFunction
Create a primitive for a convex shape using its support function.
Definition: DebugRenderer.h:201
virtual void DrawTriangle(RVec3Arg inV1, RVec3Arg inV2, RVec3Arg inV3, ColorArg inColor, ECastShadow inCastShadow=ECastShadow::Off)=0
Draw a single back face culled triangle.
Class that holds 2 floats, used as a storage class mainly.
Definition: Float2.h:11
Class that holds 3 floats. Used as a storage class. Convert to Vec3 for calculations.
Definition: Float3.h:13
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition: Mat44.h:13
JPH_INLINE Vec3 GetAxisY() const
Definition: Mat44.h:145
JPH_INLINE Vec3 GetAxisZ() const
Definition: Mat44.h:147
JPH_INLINE Vec3 GetAxisX() const
Access to the columns.
Definition: Mat44.h:143
Oriented box.
Definition: OrientedBox.h:18
Definition: Reference.h:35
Definition: Vec3.h:16
JPH_INLINE float LengthSq() const
Squared length of vector.
Definition: Vec3.inl:653