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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "RenderPhysX3Debug.h"
#include "RendererColor.h"
#include "common/PxRenderBuffer.h"
#include "foundation/PxSimpleTypes.h"
#include "SampleCamera.h"
#include "geometry/PxConvexMesh.h"
#include "geometry/PxConvexMeshGeometry.h"
#include "geometry/PxCapsuleGeometry.h"
#include "geometry/PxSphereGeometry.h"
#include "geometry/PxBoxGeometry.h"
#include "PsUtilities.h"
#include "PsString.h"
using namespace physx;
using namespace SampleRenderer;
using namespace SampleFramework;
RenderPhysX3Debug::RenderPhysX3Debug(Renderer& renderer, SampleAssetManager& assetmanager) :
SamplePointDebugRender (renderer, assetmanager),
SampleLineDebugRender (renderer, assetmanager),
SampleTriangleDebugRender (renderer, assetmanager)
{
}
RenderPhysX3Debug::~RenderPhysX3Debug()
{
}
void RenderPhysX3Debug::update(const PxRenderBuffer& debugRenderable)
{
// Points
const PxU32 numPoints = debugRenderable.getNbPoints();
if(numPoints)
{
const PxDebugPoint* PX_RESTRICT points = debugRenderable.getPoints();
checkResizePoint(numPoints);
for(PxU32 i=0; i<numPoints; i++)
{
const PxDebugPoint& point = points[i];
addPoint(point.pos, RendererColor(point.color));
}
}
// Lines
const PxU32 numLines = debugRenderable.getNbLines();
if(numLines)
{
const PxDebugLine* PX_RESTRICT lines = debugRenderable.getLines();
checkResizeLine(numLines * 2);
for(PxU32 i=0; i<numLines; i++)
{
const PxDebugLine& line = lines[i];
addLine(line.pos0, line.pos1, RendererColor(line.color0));
}
}
// Triangles
const PxU32 numTriangles = debugRenderable.getNbTriangles();
if(numTriangles)
{
const PxDebugTriangle* PX_RESTRICT triangles = debugRenderable.getTriangles();
checkResizeTriangle(numTriangles * 3);
for(PxU32 i=0; i<numTriangles; i++)
{
const PxDebugTriangle& triangle = triangles[i];
addTriangle(triangle.pos0, triangle.pos1, triangle.pos2, RendererColor(triangle.color0));
}
}
}
void RenderPhysX3Debug::update(const PxRenderBuffer& debugRenderable, const Camera& camera)
{
// Points
const PxU32 numPoints = debugRenderable.getNbPoints();
if(numPoints)
{
const PxDebugPoint* PX_RESTRICT points = debugRenderable.getPoints();
checkResizePoint(numPoints);
for(PxU32 i=0; i<numPoints; i++)
{
const PxDebugPoint& point = points[i];
addPoint(point.pos, RendererColor(point.color));
}
}
// Lines
const PxU32 numLines = debugRenderable.getNbLines();
if(numLines)
{
const PxDebugLine* PX_RESTRICT lines = debugRenderable.getLines();
checkResizeLine(numLines * 2);
PxU32 nbVisible = 0;
for(PxU32 i=0; i<numLines; i++)
{
const PxDebugLine& line = lines[i];
PxBounds3 b;
b.minimum.x = PxMin(line.pos0.x, line.pos1.x);
b.minimum.y = PxMin(line.pos0.y, line.pos1.y);
b.minimum.z = PxMin(line.pos0.z, line.pos1.z);
b.maximum.x = PxMax(line.pos0.x, line.pos1.x);
b.maximum.y = PxMax(line.pos0.y, line.pos1.y);
b.maximum.z = PxMax(line.pos0.z, line.pos1.z);
if(camera.cull(b)==PLANEAABB_EXCLUSION)
continue;
addLine(line.pos0, line.pos1, RendererColor(line.color0));
nbVisible++;
}
shdfnd::printFormatted("%f\n", float(nbVisible)/float(numLines));
}
// Triangles
const PxU32 numTriangles = debugRenderable.getNbTriangles();
if(numTriangles)
{
const PxDebugTriangle* PX_RESTRICT triangles = debugRenderable.getTriangles();
checkResizeTriangle(numTriangles * 3);
for(PxU32 i=0; i<numTriangles; i++)
{
const PxDebugTriangle& triangle = triangles[i];
addTriangle(triangle.pos0, triangle.pos1, triangle.pos2, RendererColor(triangle.color0));
}
}
}
void RenderPhysX3Debug::queueForRender()
{
queueForRenderPoint();
queueForRenderLine();
queueForRenderTriangle();
}
void RenderPhysX3Debug::clear()
{
clearPoint();
clearLine();
clearTriangle();
}
///////////////////////////////////////////////////////////////////////////////
#define NB_CIRCLE_PTS 20
void RenderPhysX3Debug::addBox(const PxVec3* pts, const RendererColor& color, PxU32 renderFlags)
{
if(renderFlags & RENDER_DEBUG_WIREFRAME)
{
const PxU8 indices[] = {
0, 1, 1, 2, 2, 3, 3, 0,
7, 6, 6, 5, 5, 4, 4, 7,
1, 5, 6, 2,
3, 7, 4, 0
};
for(PxU32 i=0;i<12;i++)
addLine(pts[indices[i*2]], pts[indices[i*2+1]], color);
}
if(renderFlags & RENDER_DEBUG_SOLID)
{
const PxU8 indices[] = {
0,2,1, 0,3,2,
1,6,5, 1,2,6,
5,7,4, 5,6,7,
4,3,0, 4,7,3,
3,6,2, 3,7,6,
5,0,1, 5,4,0
};
for(PxU32 i=0;i<12;i++)
addTriangle(pts[indices[i*3+0]], pts[indices[i*3+1]], pts[indices[i*3+2]], color);
}
}
void RenderPhysX3Debug::addCircle(PxU32 nbPts, const PxVec3* pts, const RendererColor& color, const PxVec3& offset)
{
for(PxU32 i=0;i<nbPts;i++)
{
const PxU32 j = (i+1) % nbPts;
addLine(pts[i]+offset, pts[j]+offset, color);
}
}
void RenderPhysX3Debug::addAABB(const PxBounds3& box, const RendererColor& color, PxU32 renderFlags)
{
const PxVec3& min = box.minimum;
const PxVec3& max = box.maximum;
// 7+------+6 0 = ---
// /| /| 1 = +--
// / | / | 2 = ++-
// / 4+---/--+5 3 = -+-
// 3+------+2 / y z 4 = --+
// | / | / | / 5 = +-+
// |/ |/ |/ 6 = +++
// 0+------+1 *---x 7 = -++
// Generate 8 corners of the bbox
PxVec3 pts[8];
pts[0] = PxVec3(min.x, min.y, min.z);
pts[1] = PxVec3(max.x, min.y, min.z);
pts[2] = PxVec3(max.x, max.y, min.z);
pts[3] = PxVec3(min.x, max.y, min.z);
pts[4] = PxVec3(min.x, min.y, max.z);
pts[5] = PxVec3(max.x, min.y, max.z);
pts[6] = PxVec3(max.x, max.y, max.z);
pts[7] = PxVec3(min.x, max.y, max.z);
addBox(pts, color, renderFlags);
}
void RenderPhysX3Debug::addBox(const PxBoxGeometry& bg, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags)
{
addOBB(tr.p, bg.halfExtents, PxMat33(tr.q), color, renderFlags);
}
void RenderPhysX3Debug::addOBB(const PxVec3& boxCenter, const PxVec3& boxExtents, const PxMat33& boxRot, const RendererColor& color, PxU32 renderFlags)
{
PxVec3 Axis0 = boxRot.column0;
PxVec3 Axis1 = boxRot.column1;
PxVec3 Axis2 = boxRot.column2;
// "Rotated extents"
Axis0 *= boxExtents.x;
Axis1 *= boxExtents.y;
Axis2 *= boxExtents.z;
// 7+------+6 0 = ---
// /| /| 1 = +--
// / | / | 2 = ++-
// / 4+---/--+5 3 = -+-
// 3+------+2 / y z 4 = --+
// | / | / | / 5 = +-+
// |/ |/ |/ 6 = +++
// 0+------+1 *---x 7 = -++
// Original code: 24 vector ops
/* pts[0] = mCenter - Axis0 - Axis1 - Axis2;
pts[1] = mCenter + Axis0 - Axis1 - Axis2;
pts[2] = mCenter + Axis0 + Axis1 - Axis2;
pts[3] = mCenter - Axis0 + Axis1 - Axis2;
pts[4] = mCenter - Axis0 - Axis1 + Axis2;
pts[5] = mCenter + Axis0 - Axis1 + Axis2;
pts[6] = mCenter + Axis0 + Axis1 + Axis2;
pts[7] = mCenter - Axis0 + Axis1 + Axis2;*/
// Rewritten: 12 vector ops
PxVec3 pts[8];
pts[0] = pts[3] = pts[4] = pts[7] = boxCenter - Axis0;
pts[1] = pts[2] = pts[5] = pts[6] = boxCenter + Axis0;
PxVec3 Tmp = Axis1 + Axis2;
pts[0] -= Tmp;
pts[1] -= Tmp;
pts[6] += Tmp;
pts[7] += Tmp;
Tmp = Axis1 - Axis2;
pts[2] += Tmp;
pts[3] += Tmp;
pts[4] -= Tmp;
pts[5] -= Tmp;
addBox(pts, color, renderFlags);
}
enum Orientation
{
ORIENTATION_XY,
ORIENTATION_XZ,
ORIENTATION_YZ,
ORIENTATION_FORCE_DWORD = 0x7fffffff
};
static bool generatePolygon(PxU32 nbVerts, PxVec3* verts, Orientation orientation, float amplitude, float phase, const PxTransform* transform=NULL)
{
if(!nbVerts || !verts)
return false;
const float step = PxTwoPi/float(nbVerts);
for(PxU32 i=0;i<nbVerts;i++)
{
const float angle = phase + float(i) * step;
const float y = sinf(angle) * amplitude;
const float x = cosf(angle) * amplitude;
if(orientation==ORIENTATION_XY) { verts[i] = PxVec3(x, y, 0.0f); }
else if(orientation==ORIENTATION_XZ) { verts[i] = PxVec3(x, 0.0f, y); }
else if(orientation==ORIENTATION_YZ) { verts[i] = PxVec3(0.0f, x, y); }
if(transform)
verts[i] = transform->transform(verts[i]);
}
return true;
}
// PT: this comes from RendererCapsuleShape.cpp. Maybe we could grab the data from there instead of duplicating. But it protects us from external changes.
static const PxVec3 gCapsuleVertices[] =
{
PxVec3(0.0000f, -2.0000f, -0.0000f),
PxVec3(0.3827f, -1.9239f, -0.0000f),
PxVec3(0.2706f, -1.9239f, 0.2706f),
PxVec3(-0.0000f, -1.9239f, 0.3827f),
PxVec3(-0.2706f, -1.9239f, 0.2706f),
PxVec3(-0.3827f, -1.9239f, -0.0000f),
PxVec3(-0.2706f, -1.9239f, -0.2706f),
PxVec3(0.0000f, -1.9239f, -0.3827f),
PxVec3(0.2706f, -1.9239f, -0.2706f),
PxVec3(0.7071f, -1.7071f, -0.0000f),
PxVec3(0.5000f, -1.7071f, 0.5000f),
PxVec3(-0.0000f, -1.7071f, 0.7071f),
PxVec3(-0.5000f, -1.7071f, 0.5000f),
PxVec3(-0.7071f, -1.7071f, -0.0000f),
PxVec3(-0.5000f, -1.7071f, -0.5000f),
PxVec3(0.0000f, -1.7071f, -0.7071f),
PxVec3(0.5000f, -1.7071f, -0.5000f),
PxVec3(0.9239f, -1.3827f, -0.0000f),
PxVec3(0.6533f, -1.3827f, 0.6533f),
PxVec3(-0.0000f, -1.3827f, 0.9239f),
PxVec3(-0.6533f, -1.3827f, 0.6533f),
PxVec3(-0.9239f, -1.3827f, -0.0000f),
PxVec3(-0.6533f, -1.3827f, -0.6533f),
PxVec3(0.0000f, -1.3827f, -0.9239f),
PxVec3(0.6533f, -1.3827f, -0.6533f),
PxVec3(1.0000f, -1.0000f, -0.0000f),
PxVec3(0.7071f, -1.0000f, 0.7071f),
PxVec3(-0.0000f, -1.0000f, 1.0000f),
PxVec3(-0.7071f, -1.0000f, 0.7071f),
PxVec3(-1.0000f, -1.0000f, -0.0000f),
PxVec3(-0.7071f, -1.0000f, -0.7071f),
PxVec3(0.0000f, -1.0000f, -1.0000f),
PxVec3(0.7071f, -1.0000f, -0.7071f),
PxVec3(1.0000f, 1.0000f, 0.0000f),
PxVec3(0.7071f, 1.0000f, 0.7071f),
PxVec3(-0.0000f, 1.0000f, 1.0000f),
PxVec3(-0.7071f, 1.0000f, 0.7071f),
PxVec3(-1.0000f, 1.0000f, -0.0000f),
PxVec3(-0.7071f, 1.0000f, -0.7071f),
PxVec3(0.0000f, 1.0000f, -1.0000f),
PxVec3(0.7071f, 1.0000f, -0.7071f),
PxVec3(0.9239f, 1.3827f, 0.0000f),
PxVec3(0.6533f, 1.3827f, 0.6533f),
PxVec3(-0.0000f, 1.3827f, 0.9239f),
PxVec3(-0.6533f, 1.3827f, 0.6533f),
PxVec3(-0.9239f, 1.3827f, -0.0000f),
PxVec3(-0.6533f, 1.3827f, -0.6533f),
PxVec3(0.0000f, 1.3827f, -0.9239f),
PxVec3(0.6533f, 1.3827f, -0.6533f),
PxVec3(0.7071f, 1.7071f, 0.0000f),
PxVec3(0.5000f, 1.7071f, 0.5000f),
PxVec3(-0.0000f, 1.7071f, 0.7071f),
PxVec3(-0.5000f, 1.7071f, 0.5000f),
PxVec3(-0.7071f, 1.7071f, 0.0000f),
PxVec3(-0.5000f, 1.7071f, -0.5000f),
PxVec3(0.0000f, 1.7071f, -0.7071f),
PxVec3(0.5000f, 1.7071f, -0.5000f),
PxVec3(0.3827f, 1.9239f, 0.0000f),
PxVec3(0.2706f, 1.9239f, 0.2706f),
PxVec3(-0.0000f, 1.9239f, 0.3827f),
PxVec3(-0.2706f, 1.9239f, 0.2706f),
PxVec3(-0.3827f, 1.9239f, 0.0000f),
PxVec3(-0.2706f, 1.9239f, -0.2706f),
PxVec3(0.0000f, 1.9239f, -0.3827f),
PxVec3(0.2706f, 1.9239f, -0.2706f),
PxVec3(0.0000f, 2.0000f, 0.0000f),
};
static const PxU8 gCapsuleIndices[] =
{
1, 0, 2, 2, 0, 3, 3, 0, 4, 4, 0, 5, 5, 0, 6, 6, 0, 7, 7, 0, 8,
8, 0, 1, 9, 1, 10, 10, 1, 2, 10, 2, 11, 11, 2, 3, 11, 3, 12,
12, 3, 4, 12, 4, 13, 13, 4, 5, 13, 5, 14, 14, 5, 6, 14, 6, 15,
15, 6, 7, 15, 7, 16, 16, 7, 8, 16, 8, 9, 9, 8, 1, 17, 9, 18,
18, 9, 10, 18, 10, 19, 19, 10, 11, 19, 11, 20, 20, 11, 12, 20, 12, 21,
21, 12, 13, 21, 13, 22, 22, 13, 14, 22, 14, 23, 23, 14, 15, 23, 15, 24,
24, 15, 16, 24, 16, 17, 17, 16, 9, 25, 17, 26, 26, 17, 18, 26, 18, 27,
27, 18, 19, 27, 19, 28, 28, 19, 20, 28, 20, 29, 29, 20, 21, 29, 21, 30,
30, 21, 22, 30, 22, 31, 31, 22, 23, 31, 23, 32, 32, 23, 24, 32, 24, 25,
25, 24, 17, 33, 25, 34, 34, 25, 26, 34, 26, 35, 35, 26, 27, 35, 27, 36,
36, 27, 28, 36, 28, 37, 37, 28, 29, 37, 29, 38, 38, 29, 30, 38, 30, 39,
39, 30, 31, 39, 31, 40, 40, 31, 32, 40, 32, 33, 33, 32, 25, 41, 33, 42,
42, 33, 34, 42, 34, 43, 43, 34, 35, 43, 35, 44, 44, 35, 36, 44, 36, 45,
45, 36, 37, 45, 37, 46, 46, 37, 38, 46, 38, 47, 47, 38, 39, 47, 39, 48,
48, 39, 40, 48, 40, 41, 41, 40, 33, 49, 41, 50, 50, 41, 42, 50, 42, 51,
51, 42, 43, 51, 43, 52, 52, 43, 44, 52, 44, 53, 53, 44, 45, 53, 45, 54,
54, 45, 46, 54, 46, 55, 55, 46, 47, 55, 47, 56, 56, 47, 48, 56, 48, 49,
49, 48, 41, 57, 49, 58, 58, 49, 50, 58, 50, 59, 59, 50, 51, 59, 51, 60,
60, 51, 52, 60, 52, 61, 61, 52, 53, 61, 53, 62, 62, 53, 54, 62, 54, 63,
63, 54, 55, 63, 55, 64, 64, 55, 56, 64, 56, 57, 57, 56, 49, 65, 57, 58,
65, 58, 59, 65, 59, 60, 65, 60, 61, 65, 61, 62, 65, 62, 63, 65, 63, 64,
65, 64, 57,
};
static const PxU32 gNumCapsuleIndices = PX_ARRAY_SIZE(gCapsuleIndices);
static PX_FORCE_INLINE void fixCapsuleVertex(PxVec3& p, PxF32 radius, PxF32 halfHeight)
{
const PxF32 sign = p.y > 0 ? 1.0f : -1.0f;
p.y -= sign;
p *= radius;
p.y += halfHeight*sign;
}
void RenderPhysX3Debug::addSphere(const PxSphereGeometry& sg, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags)
{
addSphere(tr.p, sg.radius, color, renderFlags);
}
void RenderPhysX3Debug::addSphere(const PxVec3& sphereCenter, float sphereRadius, const RendererColor& color, PxU32 renderFlags)
{
const PxU32 nbVerts = NB_CIRCLE_PTS;
PxVec3 pts[NB_CIRCLE_PTS];
if(renderFlags & RENDER_DEBUG_WIREFRAME)
{
generatePolygon(nbVerts, pts, ORIENTATION_XY, sphereRadius, 0.0f);
addCircle(nbVerts, pts, color, sphereCenter);
generatePolygon(nbVerts, pts, ORIENTATION_XZ, sphereRadius, 0.0f);
addCircle(nbVerts, pts, color, sphereCenter);
generatePolygon(nbVerts, pts, ORIENTATION_YZ, sphereRadius, 0.0f);
addCircle(nbVerts, pts, color, sphereCenter);
}
if(renderFlags & RENDER_DEBUG_SOLID)
{
const PxF32 halfHeight = 0.0f;
for(PxU32 i=0;i<gNumCapsuleIndices/3;i++)
{
const PxU32 i0 = gCapsuleIndices[i*3+0];
const PxU32 i1 = gCapsuleIndices[i*3+1];
const PxU32 i2 = gCapsuleIndices[i*3+2];
PxVec3 v0 = gCapsuleVertices[i0];
PxVec3 v1 = gCapsuleVertices[i1];
PxVec3 v2 = gCapsuleVertices[i2];
fixCapsuleVertex(v0, sphereRadius, halfHeight);
fixCapsuleVertex(v1, sphereRadius, halfHeight);
fixCapsuleVertex(v2, sphereRadius, halfHeight);
addTriangle(v0+sphereCenter, v1+sphereCenter, v2+sphereCenter, color);
}
}
}
#define MAX_TEMP_VERTEX_BUFFER 400
// creaet triangle strip of spheres
static bool generateSphere(PxU32 nbSeg, PxU32& nbVerts, PxVec3* verts, PxVec3* normals)
{
PxVec3 tempVertexBuffer[MAX_TEMP_VERTEX_BUFFER];
PxVec3 tempNormalBuffer[MAX_TEMP_VERTEX_BUFFER];
int halfSeg = nbSeg / 2;
int nSeg = halfSeg * 2;
if (((nSeg+1) * (nSeg+1)) > MAX_TEMP_VERTEX_BUFFER)
return false;
const float stepTheta = PxTwoPi / float(nSeg);
const float stepPhi = PxPi / float(nSeg);
// compute sphere vertices on the temporary buffer
nbVerts = 0;
for (int i = 0; i <= nSeg; i++)
{
const float theta = float(i) * stepTheta;
const float cosi = cos(theta);
const float sini = sin(theta);
for (int j = -halfSeg; j <= halfSeg; j++)
{
const float phi = float(j) * stepPhi;
const float sinj = sin( phi);
const float cosj = cos( phi);
const float y = cosj * cosi;
const float x = sinj;
const float z = cosj * sini;
tempVertexBuffer[nbVerts] = PxVec3(x,y,z);
tempNormalBuffer[nbVerts] = PxVec3(x,y,z).getNormalized();
nbVerts++;
}
}
nbVerts = 0;
// now create triangle soup data
for (int i = 0; i < nSeg; i++)
{
for (int j = 0; j < nSeg; j++)
{
// add one triangle
verts[nbVerts] = tempVertexBuffer[ (nSeg+1) * i + j];
normals[nbVerts] = tempNormalBuffer[ (nSeg+1) * i + j];
nbVerts++;
verts[nbVerts] = tempVertexBuffer[ (nSeg+1) * i + j+1];
normals[nbVerts] = tempNormalBuffer[ (nSeg+1) * i + j+1];
nbVerts++;
verts[nbVerts] = tempVertexBuffer[ (nSeg+1) * (i+1) + j+1];
normals[nbVerts] = tempNormalBuffer[ (nSeg+1) * (i+1) + j+1];
nbVerts++;
// add another triangle
verts[nbVerts] = tempVertexBuffer[ (nSeg+1) * i + j];
normals[nbVerts] = tempNormalBuffer[ (nSeg+1) * i + j];
nbVerts++;
verts[nbVerts] = tempVertexBuffer[ (nSeg+1) * (i+1) + j+1];
normals[nbVerts] = tempNormalBuffer[ (nSeg+1) * (i+1) + j+1];
nbVerts++;
verts[nbVerts] = tempVertexBuffer[ (nSeg+1) * (i+1) + j];
normals[nbVerts] = tempNormalBuffer[ (nSeg+1) * (i+1) + j];
nbVerts++;
}
}
return true;
}
void RenderPhysX3Debug::addSphereExt(const PxVec3& sphereCenter, float sphereRadius, const RendererColor& color, PxU32 renderFlags)
{
if(renderFlags & RENDER_DEBUG_WIREFRAME)
{
const PxU32 nbVerts = NB_CIRCLE_PTS;
PxVec3 pts[NB_CIRCLE_PTS];
generatePolygon(nbVerts, pts, ORIENTATION_XY, sphereRadius, 0.0f);
addCircle(nbVerts, pts, color, sphereCenter);
generatePolygon(nbVerts, pts, ORIENTATION_XZ, sphereRadius, 0.0f);
addCircle(nbVerts, pts, color, sphereCenter);
generatePolygon(nbVerts, pts, ORIENTATION_YZ, sphereRadius, 0.0f);
addCircle(nbVerts, pts, color, sphereCenter);
}
if(renderFlags & RENDER_DEBUG_SOLID)
{
static bool initDone = false;
static PxU32 nbVerts;
static PxVec3 verts[MAX_TEMP_VERTEX_BUFFER*6];
static PxVec3 normals[MAX_TEMP_VERTEX_BUFFER*6];
if (!initDone)
{
generateSphere(16, nbVerts, verts, normals);
initDone = true;
}
PxU32 i = 0;
while ( i < nbVerts )
{
addTriangle( sphereCenter + sphereRadius * verts[i], sphereCenter + sphereRadius * verts[i+1], sphereCenter + sphereRadius * verts[i+2],
normals[i], normals[i+1], normals[i+2], color);
i += 3;
}
}
}
#undef MAX_TEMP_VERTEX_BUFFFER
static inline PxU32 minArgument(const PxVec3 &v)
{
PxU32 j = 0;
if ( v[j] > v[1]) j = 1;
if ( v[j] > v[2]) j = 2;
return j;
}
static inline PxVec3 abs(const PxVec3 &v)
{
return PxVec3( PxAbs(v.x), PxAbs(v.y), PxAbs(v.z));
}
void RenderPhysX3Debug::addConeExt(float r0, float r1, const PxVec3& p0, const PxVec3& p1 , const RendererColor& color, PxU32 renderFlags)
{
PxVec3 axis = p1 - p0;
PxReal length = axis.magnitude();
PxReal rdiff = r0 - r1;
PxReal sinAngle = rdiff / length;
PxReal x0 = r0 * sinAngle;
PxReal x1 = r1 * sinAngle;
PxVec3 center = 0.5f * (p0 + p1);
if (length < fabs(rdiff))
return;
PxReal r0p = sqrt(r0 * r0 - x0 * x0);
PxReal r1p = sqrt(r1 * r1 - x1 * x1);
if (length == 0.0f)
axis = PxVec3(1,0,0);
else
axis.normalize();
PxVec3 axis1(0.0f);
axis1[minArgument(abs(axis))] = 1.0f;
axis1 = axis1.cross(axis);
axis1.normalize();
PxVec3 axis2 = axis.cross(axis1);
axis2.normalize();
PxMat44 m;
m.column0 = PxVec4(axis, 0.0f);
m.column1 = PxVec4(axis1, 0.0f);
m.column2 = PxVec4(axis2, 0.0f);
m.column3 = PxVec4(center, 1.0f);
PxTransform tr(m);
#define NUM_CONE_VERTS 72
const PxU32 nbVerts = NUM_CONE_VERTS;
PxVec3 pts0[NUM_CONE_VERTS] ;
PxVec3 pts1[NUM_CONE_VERTS];
PxVec3 normals[NUM_CONE_VERTS] ;
const float step = PxTwoPi / float(nbVerts);
for (PxU32 i = 0; i < nbVerts; i++)
{
const float angle = float(i) * step;
const float x = cosf(angle);
const float y = sinf(angle);
PxVec3 p = PxVec3(0.0f, x, y);
pts0[i] = tr.transform(r0p * p + PxVec3(-0.5f * length + x0,0,0));
pts1[i] = tr.transform(r1p * p + PxVec3(0.5f * length + x1, 0, 0));
normals[i] = tr.q.rotate(p.getNormalized());
normals[i] = x0 * axis + r0p * normals[i];
normals[i].normalize();
}
#undef NUM_CONE_VERTS
if(renderFlags & RENDER_DEBUG_WIREFRAME)
{
for(PxU32 i=0;i<nbVerts;i++)
{
addLine(pts1[i], pts0[i], color);
}
}
if(renderFlags & RENDER_DEBUG_SOLID)
{
for(PxU32 i=0;i<nbVerts;i++)
{
const PxU32 j = (i+1) % nbVerts;
addTriangle(pts0[i], pts1[j], pts0[j], normals[i], normals[j], normals[j], color);
addTriangle(pts0[i], pts1[i], pts1[j], normals[i], normals[i], normals[j], color);
}
}
}
void RenderPhysX3Debug::addCone(float radius, float height, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags)
{
const PxU32 nbVerts = NB_CIRCLE_PTS;
PxVec3 pts[NB_CIRCLE_PTS];
generatePolygon(nbVerts, pts, ORIENTATION_XZ, radius, 0.0f, &tr);
const PxVec3 tip = tr.transform(PxVec3(0.0f, height, 0.0f));
if(renderFlags & RENDER_DEBUG_WIREFRAME)
{
addCircle(nbVerts, pts, color, PxVec3(0));
for(PxU32 i=0;i<nbVerts;i++)
{
addLine(tip, pts[i], color); // side of the cone
addLine(tr.p, pts[i], color); // base disk of the cone
}
}
if(renderFlags & RENDER_DEBUG_SOLID)
{
for(PxU32 i=0;i<nbVerts;i++)
{
const PxU32 j = (i+1) % nbVerts;
addTriangle(tip, pts[i], pts[j], color);
addTriangle(tr.p, pts[i], pts[j], color);
}
}
}
void RenderPhysX3Debug::addCylinder(float radius, float height, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags)
{
const PxU32 nbVerts = NB_CIRCLE_PTS;
PxVec3 pts[NB_CIRCLE_PTS];
generatePolygon(nbVerts, pts, ORIENTATION_XZ, radius, 0.0f, &tr);
PxTransform tr2 = tr;
tr2.p = tr.transform(PxVec3(0.0f, height, 0.0f));
PxVec3 pts2[NB_CIRCLE_PTS];
generatePolygon(nbVerts, pts2, ORIENTATION_XZ, radius, 0.0f, &tr2);
if(renderFlags & RENDER_DEBUG_WIREFRAME)
{
for(PxU32 i=0;i<nbVerts;i++)
{
const PxU32 j = (i+1) % nbVerts;
addLine(pts[i], pts[j], color); // circle
addLine(pts2[i], pts2[j], color); // circle
}
for(PxU32 i=0;i<nbVerts;i++)
{
addLine(pts[i], pts2[i], color); // side
addLine(tr.p, pts[i], color); // disk
addLine(tr2.p, pts2[i], color); // disk
}
}
if(renderFlags & RENDER_DEBUG_SOLID)
{
for(PxU32 i=0;i<nbVerts;i++)
{
const PxU32 j = (i+1) % nbVerts;
addTriangle(tr.p, pts[i], pts[j], color);
addTriangle(tr2.p, pts2[i], pts2[j], color);
addTriangle(pts[i], pts[j], pts2[j], color);
addTriangle(pts[i], pts2[j], pts2[i], color);
}
}
}
void RenderPhysX3Debug::addStar(const PxVec3& p, const float size, const RendererColor& color )
{
const PxVec3 up(0.f, size, 0.f);
const PxVec3 right(size, 0.f, 0.f);
const PxVec3 forwards(0.f, 0.f, size);
addLine(p + up, p - up, color);
addLine(p + right, p - right, color);
addLine(p + forwards, p - forwards, color);
}
void RenderPhysX3Debug::addCapsule(const PxCapsuleGeometry& cg, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags)
{
PxTransform pose = PxTransform(PxVec3(0.f), PxQuat(PxPi/2, PxVec3(0,0,1)));
pose = tr * pose;
PxVec3 p0(0, -cg.halfHeight, 0);
PxVec3 p1(0, cg.halfHeight, 0);
p0 = pose.transform(p0);
p1 = pose.transform(p1);
pose.p = p0;
/*PxTransform pose = PxTransform(PxVec3(0.f), PxQuat(PxPi/2, PxVec3(0,0,1)));
pose = tr * pose;*/
//const PxReal height = cg.halfHeight;
//const PxVec3 p0 = tr.p - PxVec3(0, height, 0);
//const PxVec3 p1 = tr.p + PxVec3(0, height, 0);
addCapsule(p0, p1, cg.radius, 2*cg.halfHeight, pose, color, renderFlags);
}
void RenderPhysX3Debug::addCapsule(const PxVec3& p0, const PxVec3& p1, const float radius, const float height, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags)
{
addSphere(p0, radius, color, renderFlags);
addSphere(p1, radius, color, renderFlags);
addCylinder(radius, height, tr, color, renderFlags);
}
void RenderPhysX3Debug::addRectangle(float width, float length, const PxTransform& tr, const RendererColor& color)
{
PxMat33 m33 = PxMat33(tr.q);
PxVec3 Axis1 = m33.column1;
PxVec3 Axis2 = m33.column2;
Axis1 *= length;
Axis2 *= width;
PxVec3 pts[4];
pts[0] = tr.p + Axis1 + Axis2 ;
pts[1] = tr.p - Axis1 + Axis2 ;
pts[2] = tr.p - Axis1 - Axis2 ;
pts[3] = tr.p + Axis1 - Axis2 ;
addTriangle(pts[0], pts[1], pts[2], color);
addTriangle(pts[0], pts[2], pts[3], color);
}
void RenderPhysX3Debug::addGeometry(const PxGeometry& geom, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags)
{
switch(geom.getType())
{
case PxGeometryType::eBOX:
{
addBox(static_cast<const PxBoxGeometry&>(geom), tr, color, renderFlags);
}
break;
case PxGeometryType::eSPHERE:
{
addSphere(static_cast<const PxSphereGeometry&>(geom), tr, color, renderFlags);
}
break;
case PxGeometryType::eCAPSULE:
{
addCapsule(static_cast<const PxCapsuleGeometry&>(geom), tr, color, renderFlags);
}
break;
case PxGeometryType::eCONVEXMESH:
{
addConvex(static_cast<const PxConvexMeshGeometry&>(geom), tr, color, renderFlags);
}
break;
case PxGeometryType::ePLANE:
case PxGeometryType::eTRIANGLEMESH:
case PxGeometryType::eHEIGHTFIELD:
default:
{
PX_ASSERT(!"Not supported!");
break;
}
}
}
void RenderPhysX3Debug::addConvex(const PxConvexMeshGeometry& cg, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags)
{
const PxConvexMesh& mesh = *cg.convexMesh;
const PxMat33 rot = PxMat33(tr.q) * cg.scale.toMat33();
// PT: you can't use PxTransform with a non-uniform scaling
const PxMat44 globalPose(rot, tr.p);
const PxU32 polygonCount = mesh.getNbPolygons();
const PxU8* indexBuffer = mesh.getIndexBuffer();
const PxVec3* vertexBuffer = mesh.getVertices();
if(renderFlags & RENDER_DEBUG_WIREFRAME)
{
for(PxU32 i=0; i<polygonCount; i++)
{
PxHullPolygon data;
mesh.getPolygonData(i, data);
const PxU32 vertexCount = data.mNbVerts;
PxU32 i0 = indexBuffer[vertexCount-1];
PxU32 i1 = *indexBuffer++;
addLine(globalPose.transform(vertexBuffer[i0]), globalPose.transform(vertexBuffer[i1]), color);
for(PxU32 j=1; j<vertexCount; j++)
{
i0 = indexBuffer[-1];
i1 = *indexBuffer++;
addLine(globalPose.transform(vertexBuffer[i0]), globalPose.transform(vertexBuffer[i1]), color);
}
}
}
if(renderFlags & RENDER_DEBUG_SOLID)
{
for(PxU32 i=0; i<polygonCount; i++)
{
PxHullPolygon data;
mesh.getPolygonData(i, data);
const PxU32 vertexCount = data.mNbVerts;
const PxVec3& v0 = vertexBuffer[indexBuffer[0]];
for(PxU32 j=0; j<vertexCount-2; j++)
{
const PxVec3& v1 = vertexBuffer[indexBuffer[j+1]];
const PxVec3& v2 = vertexBuffer[indexBuffer[j+2]];
addTriangle(globalPose.transform(v0), globalPose.transform(v1), globalPose.transform(v2), color);
}
indexBuffer += vertexCount;
}
}
}
void RenderPhysX3Debug::addArrow(const PxVec3& posA, const PxVec3& posB, const RendererColor& color)
{
const PxVec3 t0 = (posB - posA).getNormalized();
const PxVec3 a = PxAbs(t0.x)<0.707f ? PxVec3(1,0,0): PxVec3(0,1,0);
const PxVec3 t1 = t0.cross(a).getNormalized();
const PxVec3 t2 = t0.cross(t1).getNormalized();
addLine(posA, posB, color);
addLine(posB, posB - t0*0.15f + t1 * 0.15f, color);
addLine(posB, posB - t0*0.15f - t1 * 0.15f, color);
addLine(posB, posB - t0*0.15f + t2 * 0.15f, color);
addLine(posB, posB - t0*0.15f - t2 * 0.15f, color);
}