Debug-renderer: add rendering of contacts, solver contacts, and collider AABBs

This commit is contained in:
Sébastien Crozet
2022-05-30 18:27:52 +02:00
parent ab8833f275
commit 0d05536ab6
6 changed files with 106 additions and 14 deletions

View File

@@ -2,10 +2,12 @@ use super::{outlines, DebugRenderBackend};
use crate::dynamics::{
GenericJoint, ImpulseJointSet, MultibodyJointSet, RigidBodySet, RigidBodyType,
};
use crate::geometry::{Ball, ColliderSet, Cuboid, Shape, TypedShape};
use crate::geometry::{
Ball, ColliderSet, Cuboid, NarrowPhase, OctantPattern, Shape, TypedShape, VoxelType, AABB,
};
#[cfg(feature = "dim3")]
use crate::geometry::{Cone, Cylinder};
use crate::math::{Isometry, Point, Real, Vector, DIM};
use crate::math::{Isometry, Point, Real, Translation, Vector, DIM};
use crate::pipeline::debug_render_pipeline::debug_render_backend::DebugRenderObject;
use crate::pipeline::debug_render_pipeline::DebugRenderStyle;
use crate::utils::WBasis;
@@ -24,6 +26,12 @@ bitflags::bitflags! {
const MULTIBODY_JOINTS = 1 << 2;
/// If this flag is set, the impulse joints will be rendered.
const IMPULSE_JOINTS = 1 << 3;
/// If this flag is set, the solver contacts will be rendered.
const SOLVER_CONTACTS = 1 << 4;
/// If this flag is set, the geometric contacts will be rendered.
const CONTACTS = 1 << 5;
/// If this flag is set, the AABBs of colliders will be rendered.
const COLLIDER_AABBS = 1 << 6;
}
}
@@ -71,10 +79,61 @@ impl DebugRenderPipeline {
colliders: &ColliderSet,
impulse_joints: &ImpulseJointSet,
multibody_joints: &MultibodyJointSet,
narrow_phase: &NarrowPhase,
) {
self.render_rigid_bodies(backend, bodies);
self.render_colliders(backend, bodies, colliders);
self.render_joints(backend, bodies, impulse_joints, multibody_joints);
self.render_contacts(backend, colliders, narrow_phase);
}
pub fn render_contacts(
&mut self,
backend: &mut impl DebugRenderBackend,
colliders: &ColliderSet,
narrow_phase: &NarrowPhase,
) {
if self.mode.contains(DebugRenderMode::CONTACTS) {
for pair in narrow_phase.contact_pairs() {
if let (Some(co1), Some(co2)) =
(colliders.get(pair.collider1), colliders.get(pair.collider2))
{
for manifold in &pair.manifolds {
for contact in manifold.contacts() {
backend.draw_line(
DebugRenderObject::Other,
co1.position() * contact.local_p1,
co2.position() * contact.local_p2,
self.style.contact_depth_color,
);
backend.draw_line(
DebugRenderObject::Other,
co1.position() * contact.local_p1,
co1.position()
* (contact.local_p1
+ manifold.local_n1 * self.style.contact_normal_length),
self.style.contact_normal_color,
);
}
}
}
}
}
if self.mode.contains(DebugRenderMode::SOLVER_CONTACTS) {
for pair in narrow_phase.contact_pairs() {
for manifold in &pair.manifolds {
for contact in &manifold.data.solver_contacts {
backend.draw_line(
DebugRenderObject::Other,
contact.point,
contact.point + manifold.data.normal * self.style.contact_normal_length,
self.style.contact_normal_color,
);
}
}
}
}
}
/// Render only the joints from the scene.
@@ -224,6 +283,20 @@ impl DebugRenderPipeline {
self.render_shape(object, backend, co.shape(), co.position(), color)
}
}
if self.mode.contains(DebugRenderMode::COLLIDER_AABBS) {
for (_, co) in colliders.iter() {
let aabb = co.compute_aabb();
let cuboid = Cuboid::new(aabb.half_extents());
self.render_shape(
DebugRenderObject::Other,
backend,
&cuboid,
&aabb.center().into(),
self.style.collider_aabb_color,
);
}
}
}
#[cfg(feature = "dim2")]

View File

@@ -38,6 +38,14 @@ pub struct DebugRenderStyle {
pub sleep_color_multiplier: [f32; 4],
/// The length of the local coordinate axes rendered for a rigid-body.
pub rigid_body_axes_length: Real,
/// The collor for the segments joining the two contact points.
pub contact_depth_color: DebugColor,
/// The color of the contact normals.
pub contact_normal_color: DebugColor,
/// The length of the contact normals.
pub contact_normal_length: Real,
/// The color of the colliders AABBs.
pub collider_aabb_color: DebugColor,
}
impl Default for DebugRenderStyle {
@@ -55,6 +63,10 @@ impl Default for DebugRenderStyle {
multibody_joint_separation_color: [0.0, 1.0, 0.4, 1.0],
sleep_color_multiplier: [1.0, 1.0, 0.2, 1.0],
rigid_body_axes_length: 0.5,
contact_depth_color: [120.0, 1.0, 0.4, 1.0],
contact_normal_color: [0.0, 1.0, 1.0, 1.0],
contact_normal_length: 0.3,
collider_aabb_color: [124.0, 1.0, 0.4, 1.0],
}
}
}