SDK/DebugSystem: Add support for Collider2D
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@ -175,7 +175,7 @@ Nazara Engine:
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- Fixed ENet UnreliableFragment packets sent as Unreliable (and such being incomplete upon reception)
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- ENet DisconnectLater now reflects libenet behavior (and is waiting for unreliable commands to be sent before disconnecting for good)
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- ⚠ Collider3D::ForEachPolygon now takes a void(Vector3f\*, std::size_t) callback (instead of void(float\*, std::size_t))
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- Added Collider2D::ForEachPolygon
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- Added Collider2D::ForEachPolygon method
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Nazara Development Kit:
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- Added ImageWidget (#139)
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@ -219,7 +219,7 @@ Nazara Development Kit:
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- Fix GraphicsComponent bounding volume not taking local matrix in account
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- ⚠️ Rewrote all render queue system, which should be more efficient, take scissor box into account
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- ⚠️ All widgets are now bound to a scissor box when rendering
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- Add DebugComponent (a component able to show aabb/obb/collision mesh)
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- Add DebugComponent (a component able to show aabb/obb/collision mesh 2D and 3D)
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- ⚠️ TextAreaWidget now support text selection (WIP)
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- ⚠️ TextAreaWidget::GetHoveredGlyph now returns a two-dimensional position instead of a single glyph position
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- Fixed Entity::OnEntityDestruction signal not being properly moved and thus not being called.
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@ -16,7 +16,7 @@ namespace Ndk
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{
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enum class DebugDraw
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{
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//TODO: Collider2D
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Collider2D,
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Collider3D,
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GraphicsAABB,
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GraphicsOBB,
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@ -26,6 +26,7 @@ namespace Ndk
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private:
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Nz::InstancedRenderableRef GenerateBox(Nz::Boxf box);
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Nz::InstancedRenderableRef GenerateCollision2DMesh(Entity* entity, Nz::Vector3f* origin);
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Nz::InstancedRenderableRef GenerateCollision3DMesh(Entity* entity);
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Nz::MaterialRef GetCollisionMaterial();
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@ -8,10 +8,12 @@
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#include <Nazara/Utility/IndexIterator.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <NDK/Components/CollisionComponent2D.hpp>
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#include <NDK/Components/CollisionComponent3D.hpp>
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#include <NDK/Components/DebugComponent.hpp>
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#include <NDK/Components/GraphicsComponent.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/PhysicsComponent2D.hpp>
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namespace Ndk
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{
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@ -227,17 +229,26 @@ namespace Ndk
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{
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switch (option)
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{
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case DebugDraw::Collider2D:
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{
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const Nz::Boxf& obb = entityGfx.GetAABB();
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Nz::Vector3f origin;
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Nz::InstancedRenderableRef renderable = GenerateCollision2DMesh(entity, &origin);
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if (renderable)
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entityGfx.Attach(renderable, Nz::Matrix4f::Translate(origin - entityNode.GetPosition()), DebugDrawOrder);
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entityDebug.UpdateDebugRenderable(option, std::move(renderable));
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break;
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}
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case DebugDraw::Collider3D:
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{
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const Nz::Boxf& obb = entityGfx.GetAABB();
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Nz::InstancedRenderableRef renderable = GenerateCollision3DMesh(entity);
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if (renderable)
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{
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renderable->SetPersistent(false);
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entityGfx.Attach(renderable, Nz::Matrix4f::Translate(obb.GetCenter() - entityNode.GetPosition()), DebugDrawOrder);
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}
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entityDebug.UpdateDebugRenderable(option, std::move(renderable));
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break;
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@ -306,6 +317,73 @@ namespace Ndk
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return model;
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}
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Nz::InstancedRenderableRef DebugSystem::GenerateCollision2DMesh(Entity* entity, Nz::Vector3f* origin)
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{
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if (entity->HasComponent<CollisionComponent2D>())
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{
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CollisionComponent2D& entityCollision = entity->GetComponent<CollisionComponent2D>();
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const Nz::Collider2DRef& geom = entityCollision.GetGeom();
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std::vector<Nz::Vector3f> vertices;
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std::vector<std::size_t> indices;
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geom->ForEachPolygon([&](const Nz::Vector2f* polygonVertices, std::size_t vertexCount)
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{
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std::size_t firstIndex = vertices.size();
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// Don't reserve and let the vector handle its own capacity
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for (std::size_t i = 0; i < vertexCount; ++i)
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vertices.emplace_back(*polygonVertices++);
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for (std::size_t i = 0; i < vertexCount - 1; ++i)
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{
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indices.push_back(firstIndex + i);
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indices.push_back(firstIndex + i + 1);
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}
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indices.push_back(firstIndex + vertexCount - 1);
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indices.push_back(firstIndex);
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});
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Nz::IndexBufferRef indexBuffer = Nz::IndexBuffer::New(vertices.size() > 0xFFFF, Nz::UInt32(indices.size()), Nz::DataStorage_Hardware, 0);
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Nz::IndexMapper indexMapper(indexBuffer, Nz::BufferAccess_WriteOnly);
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Nz::IndexIterator indexPtr = indexMapper.begin();
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for (std::size_t index : indices)
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*indexPtr++ = static_cast<Nz::UInt32>(index);
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indexMapper.Unmap();
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Nz::VertexBufferRef vertexBuffer = Nz::VertexBuffer::New(Nz::VertexDeclaration::Get(Nz::VertexLayout_XYZ), Nz::UInt32(vertices.size()), Nz::DataStorage_Hardware, 0);
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vertexBuffer->Fill(vertices.data(), 0, Nz::UInt32(vertices.size()));
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Nz::MeshRef mesh = Nz::Mesh::New();
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mesh->CreateStatic();
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Nz::StaticMeshRef subMesh = Nz::StaticMesh::New(vertexBuffer, indexBuffer);
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subMesh->SetPrimitiveMode(Nz::PrimitiveMode_LineList);
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subMesh->SetMaterialIndex(0);
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subMesh->GenerateAABB();
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mesh->SetMaterialCount(1);
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mesh->AddSubMesh(subMesh);
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Nz::ModelRef model = Nz::Model::New();
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model->SetMesh(mesh);
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model->SetMaterial(0, GetCollisionMaterial());
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// Find center of mass
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if (entity->HasComponent<PhysicsComponent2D>())
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*origin = entity->GetComponent<PhysicsComponent2D>().GetMassCenter(Nz::CoordSys_Global);
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else
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*origin = entity->GetComponent<NodeComponent>().GetPosition(Nz::CoordSys_Global);
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return model;
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}
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else
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return nullptr;
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}
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Nz::InstancedRenderableRef DebugSystem::GenerateCollision3DMesh(Entity* entity)
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{
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if (entity->HasComponent<CollisionComponent3D>())
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@ -316,15 +394,11 @@ namespace Ndk
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std::vector<Nz::Vector3f> vertices;
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std::vector<std::size_t> indices;
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geom->ForEachPolygon([&](const float* polygonVertices, std::size_t vertexCount)
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geom->ForEachPolygon([&](const Nz::Vector3f* polygonVertices, std::size_t vertexCount)
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{
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std::size_t firstIndex = vertices.size();
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for (std::size_t i = 0; i < vertexCount; ++i)
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{
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const float* vertexData = &polygonVertices[i * 3];
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vertices.emplace_back(vertexData[0], vertexData[1], vertexData[2]);
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}
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vertices.resize(firstIndex + vertexCount);
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std::copy(polygonVertices, polygonVertices + vertexCount, &vertices[firstIndex]);
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for (std::size_t i = 0; i < vertexCount - 1; ++i)
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{
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@ -378,7 +452,7 @@ namespace Ndk
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m_globalAabbMaterial->EnableDepthBuffer(true);
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m_globalAabbMaterial->SetDiffuseColor(Nz::Color::Orange);
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m_globalAabbMaterial->SetFaceFilling(Nz::FaceFilling_Line);
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m_globalAabbMaterial->SetLineWidth(2.f);
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//m_globalAabbMaterial->SetLineWidth(2.f);
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}
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return m_globalAabbMaterial;
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@ -393,7 +467,7 @@ namespace Ndk
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m_localAabbMaterial->EnableDepthBuffer(true);
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m_localAabbMaterial->SetDiffuseColor(Nz::Color::Red);
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m_localAabbMaterial->SetFaceFilling(Nz::FaceFilling_Line);
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m_localAabbMaterial->SetLineWidth(2.f);
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//m_localAabbMaterial->SetLineWidth(2.f);
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}
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return m_localAabbMaterial;
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@ -408,7 +482,7 @@ namespace Ndk
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m_collisionMaterial->EnableDepthBuffer(true);
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m_collisionMaterial->SetDiffuseColor(Nz::Color::Blue);
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m_collisionMaterial->SetFaceFilling(Nz::FaceFilling_Line);
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m_collisionMaterial->SetLineWidth(2.f);
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//m_collisionMaterial->SetLineWidth(2.f);
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}
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return m_collisionMaterial;
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@ -423,7 +497,7 @@ namespace Ndk
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m_obbMaterial->EnableDepthBuffer(true);
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m_obbMaterial->SetDiffuseColor(Nz::Color::Green);
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m_obbMaterial->SetFaceFilling(Nz::FaceFilling_Line);
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m_obbMaterial->SetLineWidth(2.f);
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//m_obbMaterial->SetLineWidth(2.f);
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}
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return m_obbMaterial;
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