godot-module-template/engine/thirdparty/jolt_physics/Jolt/Renderer/DebugRendererSimple.cpp

81 lines
2.4 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#ifdef JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRendererSimple.h>
JPH_NAMESPACE_BEGIN
DebugRendererSimple::DebugRendererSimple()
{
Initialize();
}
DebugRenderer::Batch DebugRendererSimple::CreateTriangleBatch(const Triangle *inTriangles, int inTriangleCount)
{
BatchImpl *batch = new BatchImpl;
if (inTriangles == nullptr || inTriangleCount == 0)
return batch;
batch->mTriangles.assign(inTriangles, inTriangles + inTriangleCount);
return batch;
}
DebugRenderer::Batch DebugRendererSimple::CreateTriangleBatch(const Vertex *inVertices, int inVertexCount, const uint32 *inIndices, int inIndexCount)
{
BatchImpl *batch = new BatchImpl;
if (inVertices == nullptr || inVertexCount == 0 || inIndices == nullptr || inIndexCount == 0)
return batch;
// Convert indexed triangle list to triangle list
batch->mTriangles.resize(inIndexCount / 3);
for (size_t t = 0; t < batch->mTriangles.size(); ++t)
{
Triangle &triangle = batch->mTriangles[t];
triangle.mV[0] = inVertices[inIndices[t * 3 + 0]];
triangle.mV[1] = inVertices[inIndices[t * 3 + 1]];
triangle.mV[2] = inVertices[inIndices[t * 3 + 2]];
}
return batch;
}
void DebugRendererSimple::DrawGeometry(RMat44Arg inModelMatrix, const AABox &inWorldSpaceBounds, float inLODScaleSq, ColorArg inModelColor, const GeometryRef &inGeometry, ECullMode inCullMode, ECastShadow inCastShadow, EDrawMode inDrawMode)
{
// Figure out which LOD to use
const LOD *lod = inGeometry->mLODs.data();
if (mCameraPosSet)
lod = &inGeometry->GetLOD(Vec3(mCameraPos), inWorldSpaceBounds, inLODScaleSq);
// Draw the batch
const BatchImpl *batch = static_cast<const BatchImpl *>(lod->mTriangleBatch.GetPtr());
for (const Triangle &triangle : batch->mTriangles)
{
RVec3 v0 = inModelMatrix * Vec3(triangle.mV[0].mPosition);
RVec3 v1 = inModelMatrix * Vec3(triangle.mV[1].mPosition);
RVec3 v2 = inModelMatrix * Vec3(triangle.mV[2].mPosition);
Color color = inModelColor * triangle.mV[0].mColor;
switch (inDrawMode)
{
case EDrawMode::Wireframe:
DrawLine(v0, v1, color);
DrawLine(v1, v2, color);
DrawLine(v2, v0, color);
break;
case EDrawMode::Solid:
DrawTriangle(v0, v1, v2, color, inCastShadow);
break;
}
}
}
JPH_NAMESPACE_END
#endif // JPH_DEBUG_RENDERER