GRK/dependencies/physx-4.1/source/common/src/CmRenderOutput.cpp
secret_dude a7bd7ecb75 master
2022-01-12 16:07:16 +01:00

302 lines
10 KiB
C++

//
// 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) 2008-2019 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 "foundation/PxMat44.h"
#include "CmRenderOutput.h"
#include "PsMathUtils.h"
#include "PsString.h"
#include <stdarg.h>
#if PX_VC
#pragma warning(disable: 4342 ) // behavior change: 'function' called, but a member operator was called in previous versions
#pragma warning(disable: 4996 ) // intentionally suppressing this warning message
#endif
using namespace physx;
using namespace Cm;
namespace physx
{
namespace Cm
{
RenderOutput& RenderOutput::operator<<(Primitive prim)
{
mPrim = prim; mVertexCount = 0; return *this;
}
RenderOutput& RenderOutput::operator<<(PxU32 color)
{
mColor = color; return *this;
}
RenderOutput& RenderOutput::operator<<(const PxMat44& transform)
{
mTransform = transform; return *this;
}
RenderOutput& RenderOutput::operator<<(const PxTransform&t)
{
mTransform = PxMat44(t);
return *this;
}
RenderOutput& RenderOutput::operator<<(PxVec3 vertex)
{
// apply transformation
vertex = mTransform.transform(vertex);
++mVertexCount;
// add primitive to render buffer
switch(mPrim)
{
case POINTS:
mBuffer.mPoints.pushBack(PxDebugPoint(vertex, mColor)); break;
case LINES:
if(mVertexCount == 2)
{
mBuffer.mLines.pushBack(PxDebugLine(mVertex0, vertex, mColor));
mVertexCount = 0;
}
break;
case LINESTRIP:
if(mVertexCount >= 2)
mBuffer.mLines.pushBack(PxDebugLine(mVertex0, vertex, mColor));
break;
case TRIANGLES:
if(mVertexCount == 3)
{
mBuffer.mTriangles.pushBack(PxDebugTriangle(mVertex1, mVertex0, vertex, mColor));
mVertexCount = 0;
}
break;
case TRIANGLESTRIP:
if(mVertexCount >= 3)
mBuffer.mTriangles.pushBack(PxDebugTriangle(
(mVertexCount & 0x1) ? mVertex0 : mVertex1,
(mVertexCount & 0x1) ? mVertex1 : mVertex0, vertex, mColor));
break;
case TEXT:
break;
}
// cache the last 2 vertices (for strips)
if(1 < mVertexCount)
{
mVertex1 = mVertex0;
mVertex0 = vertex;
} else {
mVertex0 = vertex;
}
return *this;
}
DebugText::DebugText(const PxVec3& position_, PxReal size_, const char* string, ...)
: position(position_), size(size_)
{
va_list argList;
va_start(argList, string);
if(0 >= Ps::vsnprintf(buffer, sBufferSize-1, string, argList))
buffer[sBufferSize-1] = 0; // terminate string
va_end(argList);
}
RenderOutput& RenderOutput::operator<<(const DebugText& text)
{
const PxU32 n = PxU32(strlen(text.buffer));
const PxU32 newCharBufSize = mBuffer.mCharBuf.size()+n+1;
if(mBuffer.mCharBuf.capacity() < newCharBufSize)
{
char* oldBuf = mBuffer.mCharBuf.begin();
mBuffer.mCharBuf.reserve(newCharBufSize);
intptr_t diff = mBuffer.mCharBuf.begin() - oldBuf;
for (PxU32 i = 0; i < mBuffer.mTexts.size(); ++i)
mBuffer.mTexts[i].string += diff;
}
mBuffer.mTexts.pushBack(PxDebugText(mTransform.transform(text.position), text.size, mColor, mBuffer.mCharBuf.end()));
for(size_t i=0; i<=n; ++i)
mBuffer.mCharBuf.pushBack(text.buffer[i]);
return *this;
}
RenderOutput& operator<<(RenderOutput& out, const DebugBox& box)
{
if(box.wireframe)
{
out << RenderOutput::LINESTRIP;
out << PxVec3(box.minimum.x, box.minimum.y, box.minimum.z);
out << PxVec3(box.maximum.x, box.minimum.y, box.minimum.z);
out << PxVec3(box.maximum.x, box.maximum.y, box.minimum.z);
out << PxVec3(box.minimum.x, box.maximum.y, box.minimum.z);
out << PxVec3(box.minimum.x, box.minimum.y, box.minimum.z);
out << PxVec3(box.minimum.x, box.minimum.y, box.maximum.z);
out << PxVec3(box.maximum.x, box.minimum.y, box.maximum.z);
out << PxVec3(box.maximum.x, box.maximum.y, box.maximum.z);
out << PxVec3(box.minimum.x, box.maximum.y, box.maximum.z);
out << PxVec3(box.minimum.x, box.minimum.y, box.maximum.z);
out << RenderOutput::LINES;
out << PxVec3(box.maximum.x, box.minimum.y, box.minimum.z);
out << PxVec3(box.maximum.x, box.minimum.y, box.maximum.z);
out << PxVec3(box.maximum.x, box.maximum.y, box.minimum.z);
out << PxVec3(box.maximum.x, box.maximum.y, box.maximum.z);
out << PxVec3(box.minimum.x, box.maximum.y, box.minimum.z);
out << PxVec3(box.minimum.x, box.maximum.y, box.maximum.z);
}
else
{
out << RenderOutput::TRIANGLESTRIP;
out << PxVec3(box.minimum.x, box.minimum.y, box.minimum.z); // 0
out << PxVec3(box.minimum.x, box.maximum.y, box.minimum.z); // 2
out << PxVec3(box.maximum.x, box.minimum.y, box.minimum.z); // 1
out << PxVec3(box.maximum.x, box.maximum.y, box.minimum.z); // 3
out << PxVec3(box.maximum.x, box.maximum.y, box.maximum.z); // 7
out << PxVec3(box.minimum.x, box.maximum.y, box.minimum.z); // 2
out << PxVec3(box.minimum.x, box.maximum.y, box.maximum.z); // 6
out << PxVec3(box.minimum.x, box.minimum.y, box.minimum.z); // 0
out << PxVec3(box.minimum.x, box.minimum.y, box.maximum.z); // 4
out << PxVec3(box.maximum.x, box.minimum.y, box.minimum.z); // 1
out << PxVec3(box.maximum.x, box.minimum.y, box.maximum.z); // 5
out << PxVec3(box.maximum.x, box.maximum.y, box.maximum.z); // 7
out << PxVec3(box.minimum.x, box.minimum.y, box.maximum.z); // 4
out << PxVec3(box.minimum.x, box.maximum.y, box.maximum.z); // 6
}
return out;
}
RenderOutput& operator<<(RenderOutput& out, const DebugArrow& arrow)
{
PxVec3 t0 = arrow.tip - arrow.base, t1, t2;
t0.normalize();
Ps::normalToTangents(t0, t1, t2);
const PxReal tipAngle = 0.25f;
t1 *= arrow.headLength * tipAngle;
t2 *= arrow.headLength * tipAngle * PxSqrt(3.0f);
PxVec3 headBase = arrow.tip - t0 * arrow.headLength;
out << RenderOutput::LINES;
out << arrow.base << arrow.tip;
out << RenderOutput::TRIANGLESTRIP;
out << arrow.tip;
out << headBase + t1 + t1;
out << headBase - t1 - t2;
out << headBase - t1 + t2;
out << arrow.tip;
out << headBase + t1 + t1;
return out;
}
RenderOutput& operator<<(RenderOutput& out, const DebugBasis& basis)
{
const PxReal headLength = basis.extends.magnitude() * 0.15f;
out << basis.colorX << DebugArrow(PxVec3(0.0f), PxVec3(basis.extends.x, 0, 0), headLength);
out << basis.colorY << DebugArrow(PxVec3(0.0f), PxVec3(0, basis.extends.y, 0), headLength);
out << basis.colorZ << DebugArrow(PxVec3(0.0f), PxVec3(0, 0, basis.extends.z), headLength);
return out;
}
RenderOutput& operator<<(RenderOutput& out, const DebugCircle& circle)
{
const PxF32 step = PxTwoPi/circle.nSegments;
PxF32 angle = 0;
out << RenderOutput::LINESTRIP;
for(PxU32 i=0; i<circle.nSegments; i++, angle += step)
out << PxVec3(circle.radius * PxSin(angle), circle.radius * PxCos(angle), 0);
out << PxVec3(0, circle.radius, 0);
return out;
}
RenderOutput& operator<<(RenderOutput& out, const DebugArc& arc)
{
const PxF32 step = (arc.maxAngle - arc.minAngle) / arc.nSegments;
PxF32 angle = arc.minAngle;
out << RenderOutput::LINESTRIP;
for(PxU32 i=0; i<arc.nSegments; i++, angle += step)
out << PxVec3(arc.radius * PxSin(angle), arc.radius * PxCos(angle), 0);
out << PxVec3(arc.radius * PxSin(arc.maxAngle), arc.radius * PxCos(arc.maxAngle), 0);
return out;
}
// PT: I need those functions available here so that I don't have to duplicate all the code in other modules like the CCT.
// PT: TODO: move other functions here as well
RenderOutput& RenderOutput::outputCapsule(PxF32 radius, PxF32 halfHeight, const PxMat44& absPose)
{
RenderOutput& out = *this;
const PxVec3 vleft2(-halfHeight, 0.0f, 0.0f);
PxMat44 left2 = absPose;
left2.column3 += PxVec4(left2.rotate(vleft2), 0.0f);
out << left2 << Cm::DebugArc(100, radius, PxPi, PxTwoPi);
PxMat44 rotPose = left2;
Ps::swap(rotPose.column1, rotPose.column2);
rotPose.column1 = -rotPose.column1;
out << rotPose << Cm::DebugArc(100, radius, PxPi, PxTwoPi);
Ps::swap(rotPose.column0, rotPose.column2);
rotPose.column0 = -rotPose.column0;
out << rotPose << Cm::DebugCircle(100, radius);
const PxVec3 vright2(halfHeight, 0.0f, 0.0f);
PxMat44 right2 = absPose;
right2.column3 += PxVec4(right2.rotate(vright2), 0.0f);
out << right2 << Cm::DebugArc(100, radius, 0.0f, PxPi);
rotPose = right2;
Ps::swap(rotPose.column1, rotPose.column2);
rotPose.column1 = -rotPose.column1;
out << rotPose << Cm::DebugArc(100, radius, 0.0f, PxPi);
Ps::swap(rotPose.column0, rotPose.column2);
rotPose.column0 = -rotPose.column0;
out << rotPose << Cm::DebugCircle(100, radius);
out << absPose;
out.outputSegment( absPose.transform(PxVec3(-halfHeight, radius, 0)),
absPose.transform(PxVec3( halfHeight, radius, 0)));
out.outputSegment( absPose.transform(PxVec3(-halfHeight, -radius, 0)),
absPose.transform(PxVec3( halfHeight, -radius, 0)));
out.outputSegment( absPose.transform(PxVec3(-halfHeight, 0, radius)),
absPose.transform(PxVec3( halfHeight, 0, radius)));
out.outputSegment( absPose.transform(PxVec3(-halfHeight, 0, -radius)),
absPose.transform(PxVec3( halfHeight, 0, -radius)));
return *this;
}
} // Cm
}