Torque3D/Engine/source/gfx/sim/debugDraw.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/sim/debugDraw.h"
#include "gfx/gFont.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDebugEvent.h"
#include "math/mathUtils.h"
#include "math/util/frustum.h"
#include "console/console.h"
#include "scene/sceneManager.h"
#include "core/module.h"
#include "console/engineAPI.h"
#include "math/mPolyhedron.impl.h"
MODULE_BEGIN( DebugDrawer )
MODULE_INIT_AFTER( Sim )
MODULE_INIT_AFTER( GFX )
// DebugDrawer will register itself as a SimObject and
// thus get automatically shut down with Sim.
MODULE_INIT
{
DebugDrawer::init();
}
MODULE_END;
DebugDrawer* DebugDrawer::sgDebugDrawer = NULL;
IMPLEMENT_CONOBJECT(DebugDrawer);
ConsoleDocClass( DebugDrawer,
"@brief A debug helper for rendering debug primitives to the scene.\n\n"
"The DebugDrawer is used to render debug primitives to the scene for testing. It is "
"often useful when debugging collision code or complex 3d algorithms to have "
"them draw debug information, like culling hulls or bounding volumes, normals, "
"simple lines, and so forth.\n\n"
"A key feature of the DebugDrawer is that each primitive gets a \"time to live\" (TTL) "
"which allows them to continue to render to the scene for a fixed period of time. You "
"can freeze or resume the system at any time to allow you to examine the output.\n"
"@tsexample\n"
"DebugDraw.drawLine( %player.getMuzzlePoint( 0 ), %hitPoint );\n"
"DebugDraw.setLastTTL( 5000 ); // 5 seconds.\n"
"@endtsexample\n"
"The DebugDrawer renders solely in world space and all primitives are rendered with the "
"cull mode disabled.\n"
"@note This feature can easily be used to cheat in online games, so you should be sure "
"it is disabled in your shipping game. By default the DebugDrawer is disabled in all "
"TORQUE_SHIPPING builds.\n"
"@ingroup GFX\n" );
DebugDrawer::DebugDrawer()
{
mHead = NULL;
isFrozen = false;
shouldToggleFreeze = false;
#ifdef ENABLE_DEBUGDRAW
isDrawing = true;
#else
isDrawing = false;
#endif
}
DebugDrawer::~DebugDrawer()
{
if( sgDebugDrawer == this )
sgDebugDrawer = NULL;
}
DebugDrawer* DebugDrawer::get()
{
if (sgDebugDrawer)
{
return sgDebugDrawer;
} else {
DebugDrawer::init();
return sgDebugDrawer;
}
}
void DebugDrawer::init()
{
#ifdef ENABLE_DEBUGDRAW
sgDebugDrawer = new DebugDrawer();
sgDebugDrawer->registerObject("DebugDraw");
Sim::getRootGroup()->addObject( sgDebugDrawer );
Con::warnf( "DebugDrawer Enabled!" );
#endif
}
void DebugDrawer::setupStateBlocks()
{
GFXStateBlockDesc d;
d.setCullMode(GFXCullNone);
mRenderZOnSB = GFX->createStateBlock(d);
d.setZReadWrite(false);
mRenderZOffSB = GFX->createStateBlock(d);
d.setCullMode(GFXCullCCW);
d.setZReadWrite(true, false);
d.setBlend(true);
mRenderAlpha = GFX->createStateBlock(d);
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}
void DebugDrawer::drawBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color)
{
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Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
}
void DebugDrawer::drawTransformedBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color, const MatrixF& transform)
{
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Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
transform.mulP(point0);
transform.mulP(point1);
transform.mulP(point2);
transform.mulP(point3);
transform.mulP(point4);
transform.mulP(point5);
transform.mulP(point6);
transform.mulP(point7);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
}
void DebugDrawer::render(bool clear)
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{
#ifdef ENABLE_DEBUGDRAW
if(!isDrawing)
return;
GFXDEBUGEVENT_SCOPE( DebugDrawer, ColorI::GREEN );
if (!mRenderZOnSB)
{
setupStateBlocks();
String fontCacheDir = Con::getVariable("$GUI::fontCacheDirectory");
mFont = GFont::create("Arial", 12, fontCacheDir);
}
SimTime curTime = Sim::getCurrentTime();
for(DebugPrim **walk = &mHead; *walk; )
{
GFX->setupGenericShaders();
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DebugPrim *p = *walk;
// Set up the state block...
GFXStateBlockRef currSB;
if(p->type==DebugPrim::Capsule){
currSB = mRenderAlpha;
}else if(p->useZ){
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currSB = mRenderZOnSB;
}else{
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currSB = mRenderZOffSB;
}
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GFX->setStateBlock( currSB );
Point3F d;
switch(p->type)
{
case DebugPrim::Tri:
PrimBuild::begin( GFXLineStrip, 4);
PrimBuild::color(p->color);
PrimBuild::vertex3fv(p->a);
PrimBuild::vertex3fv(p->b);
PrimBuild::vertex3fv(p->c);
PrimBuild::vertex3fv(p->a);
PrimBuild::end();
break;
case DebugPrim::DirectionLine:
{
const static F32 ARROW_LENGTH = 0.2f, ARROW_RADIUS = 0.035f, CYLINDER_RADIUS = 0.008f;
Point3F &start = p->a, &end = p->b;
Point3F direction = end - start;
F32 length = direction.len();
if( length>ARROW_LENGTH ){
//cylinder with arrow on end
direction *= (1.0f/length);
Point3F baseArrow = end - (direction*ARROW_LENGTH);
GFX->getDrawUtil()->drawCone(currSB->getDesc(), baseArrow, end, ARROW_RADIUS, p->color);
GFX->getDrawUtil()->drawCylinder(currSB->getDesc(), start, baseArrow, CYLINDER_RADIUS, p->color);
}else if( length>0 ){
//short, so just draw arrow
GFX->getDrawUtil()->drawCone(currSB->getDesc(), start, end, ARROW_RADIUS, p->color);
}
}
break;
case DebugPrim::Capsule:
GFX->getDrawUtil()->drawCapsule(currSB->getDesc(), p->a, p->b.x, p->b.y, p->color);
break;
case DebugPrim::OutlinedText:
{
GFXTransformSaver saver;
Point3F result;
if (MathUtils::mProjectWorldToScreen(p->a, &result, GFX->getViewport(), GFX->getWorldMatrix(), GFX->getProjectionMatrix()))
{
GFX->setClipRect(GFX->getViewport());
Point2I where = Point2I(result.x, result.y);
GFX->getDrawUtil()->setBitmapModulation(p->color2);
GFX->getDrawUtil()->drawText(mFont, Point2I(where.x-1, where.y), p->mText);
GFX->getDrawUtil()->drawText(mFont, Point2I(where.x+1, where.y), p->mText);
GFX->getDrawUtil()->drawText(mFont, Point2I(where.x, where.y-1), p->mText);
GFX->getDrawUtil()->drawText(mFont, Point2I(where.x, where.y+1), p->mText);
GFX->getDrawUtil()->setBitmapModulation(p->color);
GFX->getDrawUtil()->drawText(mFont, where, p->mText);
}
}
break;
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case DebugPrim::Box:
d = p->a - p->b;
GFX->getDrawUtil()->drawCube(currSB->getDesc(), d * 0.5, (p->a + p->b) * 0.5, p->color);
break;
case DebugPrim::Line:
PrimBuild::begin( GFXLineStrip, 2);
PrimBuild::color(p->color);
PrimBuild::vertex3fv(p->a);
PrimBuild::vertex3fv(p->b);
PrimBuild::end();
break;
case DebugPrim::Text:
{
GFXTransformSaver saver;
Point3F result;
if (MathUtils::mProjectWorldToScreen(p->a, &result, GFX->getViewport(), GFX->getWorldMatrix(), GFX->getProjectionMatrix()))
{
GFX->setClipRect(GFX->getViewport());
GFX->getDrawUtil()->setBitmapModulation(p->color);
GFX->getDrawUtil()->drawText(mFont, Point2I(result.x, result.y), p->mText);
}
}
break;
}
// Ok, we've got data, now freeze here if needed.
if (shouldToggleFreeze)
{
isFrozen = !isFrozen;
shouldToggleFreeze = false;
}
if(clear && p->dieTime <= curTime && !isFrozen && p->dieTime != U32_MAX)
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{
*walk = p->next;
mPrimChunker.free(p);
}
else
walk = &((*walk)->next);
}
#endif
}
void DebugDrawer::drawBox(const Point3F &a, const Point3F &b, const ColorF &color)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = true;
n->dieTime = 0;
n->a = a;
n->b = b;
n->color = color;
n->type = DebugPrim::Box;
n->next = mHead;
mHead = n;
}
void DebugDrawer::drawLine(const Point3F &a, const Point3F &b, const ColorF &color)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = true;
n->dieTime = 0;
n->a = a;
n->b = b;
n->color = color;
n->type = DebugPrim::Line;
n->next = mHead;
mHead = n;
}
void DebugDrawer::drawCapsule(const Point3F &a, const F32 &radius, const F32 &height, const ColorF &color)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = true;
n->dieTime = 0;
n->a = a;
n->b.x = radius;
n->b.y = height;
n->color = color;
n->type = DebugPrim::Capsule;
n->next = mHead;
mHead = n;
}
void DebugDrawer::drawDirectionLine(const Point3F &a, const Point3F &b, const ColorF &color)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = true;
n->dieTime = 0;
n->a = a;
n->b = b;
n->color = color;
n->type = DebugPrim::DirectionLine;
n->next = mHead;
mHead = n;
}
void DebugDrawer::drawOutlinedText(const Point3F& pos, const String& text, const ColorF &color, const ColorF &colorOutline)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = false;
n->dieTime = 0;
n->a = pos;
n->color = color;
n->color2 = colorOutline;
dStrncpy(n->mText, text.c_str(), 256);
n->type = DebugPrim::OutlinedText;
n->next = mHead;
mHead = n;
}
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void DebugDrawer::drawTri(const Point3F &a, const Point3F &b, const Point3F &c, const ColorF &color)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = true;
n->dieTime = 0;
n->a = a;
n->b = b;
n->c = c;
n->color = color;
n->type = DebugPrim::Tri;
n->next = mHead;
mHead = n;
}
void DebugDrawer::drawPolyhedron( const AnyPolyhedron& polyhedron, const ColorF& color )
{
const PolyhedronData::Edge* edges = polyhedron.getEdges();
const Point3F* points = polyhedron.getPoints();
const U32 numEdges = polyhedron.getNumEdges();
for( U32 i = 0; i < numEdges; ++ i )
{
const PolyhedronData::Edge& edge = edges[ i ];
drawLine( points[ edge.vertex[ 0 ] ], points[ edge.vertex[ 1 ] ], color );
}
}
void DebugDrawer::drawPolyhedronDebugInfo( const AnyPolyhedron& polyhedron, const MatrixF& transform, const Point3F& scale )
{
Point3F center = polyhedron.getCenterPoint();
center.convolve( scale );
transform.mulP( center );
// Render plane indices and normals.
const U32 numPlanes = polyhedron.getNumPlanes();
for( U32 i = 0; i < numPlanes; ++ i )
{
const AnyPolyhedron::PlaneType& plane = polyhedron.getPlanes()[ i ];
Point3F planePos = plane.getPosition();
planePos.convolve( scale );
transform.mulP( planePos );
Point3F normal = plane.getNormal();
transform.mulV( normal );
drawText( planePos, String::ToString( i ), ColorI::BLACK );
drawLine( planePos, planePos + normal, ColorI::GREEN );
}
// Render edge indices and direction indicators.
const U32 numEdges = polyhedron.getNumEdges();
for( U32 i = 0; i < numEdges; ++ i )
{
const AnyPolyhedron::EdgeType& edge = polyhedron.getEdges()[ i ];
Point3F v1 = polyhedron.getPoints()[ edge.vertex[ 0 ] ];
Point3F v2 = polyhedron.getPoints()[ edge.vertex[ 1 ] ];
v1.convolve( scale );
v2.convolve( scale );
transform.mulP( v1 );
transform.mulP( v2 );
const Point3F midPoint = v1 + ( v2 - v1 ) / 2.f;
drawText( midPoint, String::ToString( "%i (%i, %i)", i, edge.face[ 0 ], edge.face[ 1 ] ), ColorI::WHITE );
// Push out the midpoint away from the center to place the direction indicator.
Point3F pushDir = midPoint - center;
pushDir.normalize();
const Point3F dirPoint = midPoint + pushDir;
const Point3F lineDir = ( v2 - v1 ) / 2.f;
drawLine( dirPoint, dirPoint + lineDir, ColorI::RED );
}
// Render point indices and coordinates.
const U32 numPoints = polyhedron.getNumPoints();
for( U32 i = 0; i < numPoints; ++ i )
{
Point3F p = polyhedron.getPoints()[ i ];
p.convolve( scale );
transform.mulP( p );
drawText( p, String::ToString( "%i: (%.2f, %.2f, %.2f)", i, p.x, p.y, p.z ), ColorF::WHITE );
}
}
void DebugDrawer::drawText(const Point3F& pos, const String& text, const ColorF &color)
{
if(isFrozen || !isDrawing)
return;
DebugPrim *n = mPrimChunker.alloc();
n->useZ = false;
n->dieTime = 0;
n->a = pos;
n->color = color;
dStrncpy(n->mText, text.c_str(), 256);
n->type = DebugPrim::Text;
n->next = mHead;
mHead = n;
}
void DebugDrawer::setLastTTL(U32 ms)
{
AssertFatal(mHead, "Tried to set last with nothing in the list!");
if (ms != U32_MAX)
mHead->dieTime = Sim::getCurrentTime() + ms;
else
mHead->dieTime = U32_MAX;
}
void DebugDrawer::setLastZTest(bool enabled)
{
AssertFatal(mHead, "Tried to set last with nothing in the list!");
mHead->useZ = enabled;
}
DefineEngineMethod( DebugDrawer, drawLine, void, ( Point3F a, Point3F b, ColorF color ), ( ColorF::WHITE ),
"Draws a line primitive between two 3d points." )
{
object->drawLine( a, b, color );
}
DefineEngineMethod( DebugDrawer, drawBox, void, ( Point3F a, Point3F b, ColorF color ), ( ColorF::WHITE ),
"Draws an axis aligned box primitive within the two 3d points." )
{
object->drawBox( a, b, color );
}
DefineEngineMethod( DebugDrawer, setLastTTL, void, ( U32 ms ),,
"Sets the \"time to live\" (TTL) for the last rendered primitive." )
{
object->setLastTTL( ms );
}
DefineEngineMethod( DebugDrawer, setLastZTest, void, ( bool enabled ),,
"Sets the z buffer reading state for the last rendered primitive." )
{
object->setLastZTest( enabled );
}
DefineEngineMethod( DebugDrawer, toggleFreeze, void, (),,
"Toggles freeze mode which keeps the currently rendered primitives from expiring." )
{
object->toggleFreeze();
}
DefineEngineMethod( DebugDrawer, toggleDrawing, void, (),,
"Toggles the rendering of DebugDrawer primitives." )
{
object->toggleDrawing();
}