| 1 | // Copyright (C) 2022 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qdebugdrawhelper_p.h" |
| 5 | |
| 6 | #include "qcollisiondebugmeshbuilder_p.h" |
| 7 | #include "qphysicsutils_p.h" |
| 8 | |
| 9 | #include <foundation/PxBounds3.h> |
| 10 | #include <foundation/PxVec3.h> |
| 11 | #include <geometry/PxConvexMesh.h> |
| 12 | #include <geometry/PxTriangleMesh.h> |
| 13 | #include <geometry/PxHeightField.h> |
| 14 | |
| 15 | #include <QQuick3DGeometry> |
| 16 | |
| 17 | QQuick3DGeometry *QDebugDrawHelper::generateBoxGeometry(const QVector3D &halfExtents) |
| 18 | { |
| 19 | auto boxGeometry = new QQuick3DGeometry(); |
| 20 | boxGeometry->clear(); |
| 21 | boxGeometry->addAttribute(semantic: QQuick3DGeometry::Attribute::PositionSemantic, offset: 0, |
| 22 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 23 | boxGeometry->addAttribute(semantic: QQuick3DGeometry::Attribute::NormalSemantic, offset: 16, |
| 24 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 25 | boxGeometry->setStride(32); |
| 26 | boxGeometry->setPrimitiveType(QQuick3DGeometry::PrimitiveType::Lines); |
| 27 | boxGeometry->setBounds(min: -halfExtents, max: halfExtents); |
| 28 | |
| 29 | const float x = halfExtents.x(); |
| 30 | const float y = halfExtents.y(); |
| 31 | const float z = halfExtents.z(); |
| 32 | |
| 33 | QCollisionDebugMeshBuilder builder; |
| 34 | // top |
| 35 | builder.addLine(start: QVector3D(-x, -y, z), end: QVector3D(-x, y, z)); |
| 36 | builder.addLine(start: QVector3D(-x, y, z), end: QVector3D(x, y, z)); |
| 37 | builder.addLine(start: QVector3D(x, y, z), end: QVector3D(x, -y, z)); |
| 38 | builder.addLine(start: QVector3D(x, -y, z), end: QVector3D(-x, -y, z)); |
| 39 | |
| 40 | // bottom |
| 41 | builder.addLine(start: QVector3D(-x, -y, -z), end: QVector3D(-x, y, -z)); |
| 42 | builder.addLine(start: QVector3D(-x, y, -z), end: QVector3D(x, y, -z)); |
| 43 | builder.addLine(start: QVector3D(x, y, -z), end: QVector3D(x, -y, -z)); |
| 44 | builder.addLine(start: QVector3D(x, -y, -z), end: QVector3D(-x, -y, -z)); |
| 45 | |
| 46 | // front |
| 47 | builder.addLine(start: QVector3D(x, -y, z), end: QVector3D(x, -y, -z)); |
| 48 | builder.addLine(start: QVector3D(-x, -y, -z), end: QVector3D(-x, -y, z)); |
| 49 | |
| 50 | // back |
| 51 | builder.addLine(start: QVector3D(x, y, z), end: QVector3D(x, y, -z)); |
| 52 | builder.addLine(start: QVector3D(-x, y, -z), end: QVector3D(-x, y, z)); |
| 53 | |
| 54 | boxGeometry->setVertexData(builder.generateVertexArray()); |
| 55 | |
| 56 | return boxGeometry; |
| 57 | } |
| 58 | |
| 59 | QQuick3DGeometry *QDebugDrawHelper::generateSphereGeometry(const float radius) |
| 60 | { |
| 61 | auto sphereGeometry = new QQuick3DGeometry(); |
| 62 | sphereGeometry->clear(); |
| 63 | sphereGeometry->addAttribute(semantic: QQuick3DGeometry::Attribute::PositionSemantic, offset: 0, |
| 64 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 65 | sphereGeometry->addAttribute(semantic: QQuick3DGeometry::Attribute::NormalSemantic, offset: 16, |
| 66 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 67 | sphereGeometry->setStride(32); |
| 68 | sphereGeometry->setPrimitiveType(QQuick3DGeometry::PrimitiveType::Lines); |
| 69 | sphereGeometry->setBounds(min: QVector3D(-radius, -radius, -radius), |
| 70 | max: QVector3D(radius, radius, radius)); |
| 71 | |
| 72 | // One circle around each axis |
| 73 | // So create a 2D circle first from points |
| 74 | const int circleSegments = 24; |
| 75 | constexpr double TAU = 2 * M_PI; |
| 76 | const float step = float(TAU / circleSegments); |
| 77 | QVector<QVector2D> circlePoints; |
| 78 | for (float theta = 0; theta < TAU; theta += step) { |
| 79 | const float x = radius * qCos(v: theta); |
| 80 | const float y = radius * qSin(v: theta); |
| 81 | circlePoints.append(t: QVector2D(x, y)); |
| 82 | } |
| 83 | |
| 84 | QCollisionDebugMeshBuilder builder; |
| 85 | // X |
| 86 | for (int i = 0; i < circlePoints.count(); ++i) { |
| 87 | const auto refPoint1 = circlePoints[i]; |
| 88 | int index2 = i + 1; |
| 89 | if (index2 == circlePoints.count()) |
| 90 | index2 = 0; |
| 91 | const auto refPoint2 = circlePoints[index2]; |
| 92 | const auto vertex1 = QVector3D(0.0f, refPoint1.x(), refPoint1.y()); |
| 93 | const auto vertex2 = QVector3D(0.0f, refPoint2.x(), refPoint2.y()); |
| 94 | builder.addLine(start: vertex1, end: vertex2, normal: QVector3D(1, 0, 0)); |
| 95 | } |
| 96 | |
| 97 | // Y |
| 98 | for (int i = 0; i < circlePoints.count(); ++i) { |
| 99 | const auto refPoint1 = circlePoints[i]; |
| 100 | int index2 = i + 1; |
| 101 | if (index2 == circlePoints.count()) |
| 102 | index2 = 0; |
| 103 | const auto refPoint2 = circlePoints[index2]; |
| 104 | const auto vertex1 = QVector3D(refPoint1.x(), 0.0f, refPoint1.y()); |
| 105 | const auto vertex2 = QVector3D(refPoint2.x(), 0.0f, refPoint2.y()); |
| 106 | builder.addLine(start: vertex1, end: vertex2, normal: QVector3D(0, 1, 0)); |
| 107 | } |
| 108 | |
| 109 | // Z |
| 110 | for (int i = 0; i < circlePoints.count(); ++i) { |
| 111 | const auto refPoint1 = circlePoints[i]; |
| 112 | int index2 = i + 1; |
| 113 | if (index2 == circlePoints.count()) |
| 114 | index2 = 0; |
| 115 | const auto refPoint2 = circlePoints[index2]; |
| 116 | const auto vertex1 = QVector3D(refPoint1.x(), refPoint1.y(), 0.0f); |
| 117 | const auto vertex2 = QVector3D(refPoint2.x(), refPoint2.y(), 0.0f); |
| 118 | builder.addLine(start: vertex1, end: vertex2, normal: QVector3D(0, 0, 1)); |
| 119 | } |
| 120 | sphereGeometry->setVertexData(builder.generateVertexArray()); |
| 121 | |
| 122 | return sphereGeometry; |
| 123 | } |
| 124 | |
| 125 | QQuick3DGeometry *QDebugDrawHelper::generateCapsuleGeometry(const float radius, |
| 126 | const float halfHeight) |
| 127 | { |
| 128 | auto capsuleGeometry = new QQuick3DGeometry(); |
| 129 | capsuleGeometry->clear(); |
| 130 | capsuleGeometry->addAttribute(semantic: QQuick3DGeometry::Attribute::PositionSemantic, offset: 0, |
| 131 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 132 | capsuleGeometry->addAttribute(semantic: QQuick3DGeometry::Attribute::NormalSemantic, offset: 16, |
| 133 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 134 | capsuleGeometry->setStride(32); |
| 135 | capsuleGeometry->setPrimitiveType(QQuick3DGeometry::PrimitiveType::Lines); |
| 136 | capsuleGeometry->setBounds(min: QVector3D(-(halfHeight + radius), -radius, -radius), |
| 137 | max: QVector3D(halfHeight + radius, radius, radius)); |
| 138 | |
| 139 | // The total height is height+2*radius, so the height is just the height |
| 140 | // between the center of each 'sphere' of the capsule caps. |
| 141 | |
| 142 | // Create a 2D circle first for points |
| 143 | const int circleSegments = 32; |
| 144 | constexpr double TAU = 2 * M_PI; |
| 145 | |
| 146 | Q_ASSERT(circleSegments % 4 == 0); |
| 147 | const float step = float(TAU / circleSegments); |
| 148 | QVector<QVector2D> circlePoints; |
| 149 | for (float theta = 0; theta < TAU; theta += step) { |
| 150 | const float x = radius * qCos(v: theta); |
| 151 | const float y = radius * qSin(v: theta); |
| 152 | circlePoints.append(t: QVector2D(x, y)); |
| 153 | } |
| 154 | |
| 155 | QCollisionDebugMeshBuilder builder; |
| 156 | |
| 157 | // Top Y Cirlce (y = height * 0.5) |
| 158 | for (int i = 0; i < circlePoints.count(); ++i) { |
| 159 | const auto refPoint1 = circlePoints[i]; |
| 160 | int index2 = i + 1; |
| 161 | if (index2 == circlePoints.count()) |
| 162 | index2 = 0; |
| 163 | const auto refPoint2 = circlePoints[index2]; |
| 164 | const auto vertex1 = QVector3D(halfHeight, refPoint1.x(), refPoint1.y()); |
| 165 | const auto vertex2 = QVector3D(halfHeight, refPoint2.x(), refPoint2.y()); |
| 166 | const auto normal = QVector3D(1, 0, 0); |
| 167 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 168 | } |
| 169 | |
| 170 | // Bottom Y Circle (y = -height * 0.5) |
| 171 | for (int i = 0; i < circlePoints.count(); ++i) { |
| 172 | const auto refPoint1 = circlePoints[i]; |
| 173 | int index2 = i + 1; |
| 174 | if (index2 == circlePoints.count()) |
| 175 | index2 = 0; |
| 176 | const auto refPoint2 = circlePoints[index2]; |
| 177 | const auto vertex1 = QVector3D(-halfHeight, refPoint1.x(), refPoint1.y()); |
| 178 | const auto vertex2 = QVector3D(-halfHeight, refPoint2.x(), refPoint2.y()); |
| 179 | const auto normal = QVector3D(1, 0, 0); |
| 180 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 181 | } |
| 182 | |
| 183 | // Front Cylinder Line (z = radius, y = length , x = 0) |
| 184 | { |
| 185 | const auto vertex1 = QVector3D(halfHeight, 0, radius); |
| 186 | const auto vertex2 = QVector3D(-halfHeight, 0, radius); |
| 187 | const auto normal = QVector3D(0, 0, 1); |
| 188 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 189 | } |
| 190 | |
| 191 | // Back Cylinder Line (z = -radius, y = length, x = 0) |
| 192 | { |
| 193 | const auto vertex1 = QVector3D(halfHeight, 0, -radius); |
| 194 | const auto vertex2 = QVector3D(-halfHeight, 0, -radius); |
| 195 | const auto normal = QVector3D(0, 0, -1); |
| 196 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 197 | } |
| 198 | |
| 199 | // Left Cylinder Line (x = -radius, y = length, z = 0) |
| 200 | { |
| 201 | const auto vertex1 = QVector3D(halfHeight, -radius, 0); |
| 202 | const auto vertex2 = QVector3D(-halfHeight, -radius, 0); |
| 203 | const auto normal = QVector3D(0, -1, 0); |
| 204 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 205 | } |
| 206 | |
| 207 | // Right Cylinder Line (x = radius, y = length, z = 0) |
| 208 | { |
| 209 | const auto vertex1 = QVector3D(halfHeight, radius, 0); |
| 210 | const auto vertex2 = QVector3D(-halfHeight, radius, 0); |
| 211 | const auto normal = QVector3D(0, 1, 0); |
| 212 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 213 | } |
| 214 | |
| 215 | // Get half circle values |
| 216 | QVector<int> topIndexes; |
| 217 | QVector<int> bottomIndexes; |
| 218 | { |
| 219 | const int half = circlePoints.count() / 2; |
| 220 | for (int i = 0; i < half + 1; ++i) |
| 221 | topIndexes.append(t: i); |
| 222 | |
| 223 | for (int i = half; i <= circlePoints.count(); ++i) { |
| 224 | int index = i; |
| 225 | if (i >= circlePoints.count()) |
| 226 | index = index - circlePoints.count(); |
| 227 | bottomIndexes.append(t: index); |
| 228 | } |
| 229 | } |
| 230 | |
| 231 | // Z Top Half Circle |
| 232 | for (int i = 0; i < topIndexes.count(); ++i) { |
| 233 | const auto refPoint1 = circlePoints[topIndexes[i]]; |
| 234 | int index2 = i + 1; |
| 235 | if (index2 == topIndexes.count()) |
| 236 | break; |
| 237 | const auto refPoint2 = circlePoints[topIndexes[index2]]; |
| 238 | const auto vertex1 = QVector3D(refPoint1.y() + halfHeight, refPoint1.x(), 0.0f); |
| 239 | const auto vertex2 = QVector3D(refPoint2.y() + halfHeight, refPoint2.x(), 0.0f); |
| 240 | const auto normal = QVector3D(0, 0, 1); |
| 241 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 242 | } |
| 243 | |
| 244 | // Z Bottom Half Circle |
| 245 | for (int i = 0; i < bottomIndexes.count(); ++i) { |
| 246 | const auto refPoint1 = circlePoints[bottomIndexes[i]]; |
| 247 | int index2 = i + 1; |
| 248 | if (index2 == bottomIndexes.count()) |
| 249 | break; |
| 250 | const auto refPoint2 = circlePoints[bottomIndexes[index2]]; |
| 251 | const auto vertex1 = QVector3D(refPoint1.y() - halfHeight, refPoint1.x(), 0.0f); |
| 252 | const auto vertex2 = QVector3D(refPoint2.y() - halfHeight, refPoint2.x(), 0.0f); |
| 253 | const auto normal = QVector3D(0, 0, 1); |
| 254 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 255 | } |
| 256 | |
| 257 | // X Top Half Circle |
| 258 | for (int i = 0; i < topIndexes.count(); ++i) { |
| 259 | const auto refPoint1 = circlePoints[topIndexes[i]]; |
| 260 | int index2 = i + 1; |
| 261 | if (index2 == topIndexes.count()) |
| 262 | break; |
| 263 | const auto refPoint2 = circlePoints[topIndexes[index2]]; |
| 264 | const auto vertex1 = QVector3D(refPoint1.y() + halfHeight, 0.0f, refPoint1.x()); |
| 265 | const auto vertex2 = QVector3D(refPoint2.y() + halfHeight, 0.0f, refPoint2.x()); |
| 266 | const auto normal = QVector3D(0, 1, 0); |
| 267 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 268 | } |
| 269 | |
| 270 | // X Bottom Half Circle |
| 271 | for (int i = 0; i < bottomIndexes.count(); ++i) { |
| 272 | const auto refPoint1 = circlePoints[bottomIndexes[i]]; |
| 273 | int index2 = i + 1; |
| 274 | if (index2 == bottomIndexes.count()) |
| 275 | break; |
| 276 | const auto refPoint2 = circlePoints[bottomIndexes[index2]]; |
| 277 | const auto vertex1 = QVector3D(refPoint1.y() - halfHeight, 0.0f, refPoint1.x()); |
| 278 | const auto vertex2 = QVector3D(refPoint2.y() - halfHeight, 0.0f, refPoint2.x()); |
| 279 | const auto normal = QVector3D(0, 1, 0); |
| 280 | builder.addLine(start: vertex1, end: vertex2, normal); |
| 281 | } |
| 282 | |
| 283 | capsuleGeometry->setVertexData(builder.generateVertexArray()); |
| 284 | return capsuleGeometry; |
| 285 | } |
| 286 | |
| 287 | QQuick3DGeometry *QDebugDrawHelper::generatePlaneGeometry() |
| 288 | { |
| 289 | auto planeGeometry = new QQuick3DGeometry(); |
| 290 | planeGeometry->clear(); |
| 291 | planeGeometry->addAttribute(semantic: QQuick3DGeometry::Attribute::PositionSemantic, offset: 0, |
| 292 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 293 | planeGeometry->addAttribute(semantic: QQuick3DGeometry::Attribute::NormalSemantic, offset: 16, |
| 294 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 295 | planeGeometry->setStride(32); |
| 296 | planeGeometry->setPrimitiveType(QQuick3DGeometry::PrimitiveType::Lines); |
| 297 | |
| 298 | // TODO: Some sort of debug scale? Or a level-of-detail grid thing? => QtQuick3DHelpers |
| 299 | float s = 50; |
| 300 | float h = 5; // Set to avoid flat bounding box |
| 301 | planeGeometry->setBounds(min: { -s, -s, -h }, max: { s, s, h }); |
| 302 | QCollisionDebugMeshBuilder builder; |
| 303 | |
| 304 | builder.addLine(start: { -s, -s, 0 }, end: { s, -s, 0 }); |
| 305 | builder.addLine(start: { -s, -s, 0 }, end: { 0, 0, 0 }); |
| 306 | |
| 307 | builder.addLine(start: { s, -s, 0 }, end: { s, s, 0 }); |
| 308 | builder.addLine(start: { s, -s, 0 }, end: { 0, 0, 0 }); |
| 309 | |
| 310 | builder.addLine(start: { s, s, 0 }, end: { -s, s, 0 }); |
| 311 | builder.addLine(start: { s, s, 0 }, end: { 0, 0, 0 }); |
| 312 | |
| 313 | builder.addLine(start: { -s, s, 0 }, end: { -s, -s, 0 }); |
| 314 | builder.addLine(start: { -s, s, 0 }, end: { 0, 0, 0 }); |
| 315 | |
| 316 | planeGeometry->setVertexData(builder.generateVertexArray()); |
| 317 | return planeGeometry; |
| 318 | } |
| 319 | |
| 320 | QQuick3DGeometry *QDebugDrawHelper::generateHeightFieldGeometry(physx::PxHeightField *heightField, |
| 321 | float heightScale, float rowScale, |
| 322 | float columnScale) |
| 323 | { |
| 324 | if (!heightField || heightField->getNbRows() < 2 || heightField->getNbColumns() < 2) |
| 325 | return nullptr; |
| 326 | |
| 327 | auto geometry = new QQuick3DGeometry(); |
| 328 | geometry->clear(); |
| 329 | geometry->addAttribute(semantic: QQuick3DGeometry::Attribute::PositionSemantic, offset: 0, |
| 330 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 331 | geometry->addAttribute(semantic: QQuick3DGeometry::Attribute::NormalSemantic, offset: 16, |
| 332 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 333 | geometry->setStride(32); |
| 334 | geometry->setPrimitiveType(QQuick3DGeometry::PrimitiveType::Lines); |
| 335 | |
| 336 | QCollisionDebugMeshBuilder builder; |
| 337 | |
| 338 | const int numRows = heightField->getNbRows(); |
| 339 | const int numCols = heightField->getNbColumns(); |
| 340 | |
| 341 | const float sizeX = rowScale * (numRows - 1); |
| 342 | const float sizeZ = columnScale * (numCols - 1); |
| 343 | |
| 344 | const float heightF = heightScale; |
| 345 | |
| 346 | float minHeight = 0.f; |
| 347 | float maxHeight = 0.f; |
| 348 | |
| 349 | auto sample = [&](int row, int col) -> QVector3D { |
| 350 | const float height = heightField->getSample(row, column: col).height * heightF; |
| 351 | maxHeight = qMax(a: maxHeight, b: height); |
| 352 | minHeight = qMin(a: minHeight, b: height); |
| 353 | return QVector3D(row * rowScale, height, col * columnScale); |
| 354 | }; |
| 355 | |
| 356 | for (int row = 0; row < numRows; row++) { |
| 357 | for (int col = 0; col < numCols; col++) { |
| 358 | if (row < numRows - 1) |
| 359 | builder.addLine(start: sample(row, col), end: sample(row + 1, col)); |
| 360 | if (col < numCols - 1) |
| 361 | builder.addLine(start: sample(row, col), end: sample(row, col + 1)); |
| 362 | } |
| 363 | } |
| 364 | |
| 365 | geometry->setBounds(min: QVector3D(0, minHeight, 0), max: QVector3D(sizeX, maxHeight, sizeZ)); |
| 366 | geometry->setVertexData(builder.generateVertexArray()); |
| 367 | return geometry; |
| 368 | } |
| 369 | |
| 370 | QQuick3DGeometry *QDebugDrawHelper::generateConvexMeshGeometry(physx::PxConvexMesh *convexMesh) |
| 371 | { |
| 372 | if (!convexMesh) |
| 373 | return nullptr; |
| 374 | |
| 375 | auto geometry = new QQuick3DGeometry(); |
| 376 | geometry->clear(); |
| 377 | geometry->addAttribute(semantic: QQuick3DGeometry::Attribute::PositionSemantic, offset: 0, |
| 378 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 379 | geometry->addAttribute(semantic: QQuick3DGeometry::Attribute::NormalSemantic, offset: 16, |
| 380 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 381 | geometry->setStride(32); |
| 382 | geometry->setPrimitiveType(QQuick3DGeometry::PrimitiveType::Lines); |
| 383 | |
| 384 | QCollisionDebugMeshBuilder builder; |
| 385 | |
| 386 | const physx::PxU32 nbPolys = convexMesh->getNbPolygons(); |
| 387 | const physx::PxU8 *polygons = convexMesh->getIndexBuffer(); |
| 388 | const physx::PxVec3 *verts = convexMesh->getVertices(); |
| 389 | const physx::PxU32 nbVerts = convexMesh->getNbVertices(); |
| 390 | |
| 391 | physx::PxHullPolygon data; |
| 392 | for (physx::PxU32 i = 0; i < nbPolys; i++) { |
| 393 | convexMesh->getPolygonData(index: i, data); |
| 394 | |
| 395 | Q_ASSERT(data.mNbVerts > 2); |
| 396 | const physx::PxU32 nbTris = physx::PxU32(data.mNbVerts - 2); |
| 397 | const physx::PxU8 vref0 = polygons[data.mIndexBase + 0]; |
| 398 | Q_ASSERT(vref0 < nbVerts); |
| 399 | |
| 400 | for (physx::PxU32 j = 0; j < nbTris; j++) { |
| 401 | const physx::PxU32 vref1 = polygons[data.mIndexBase + 0 + j + 1]; |
| 402 | const physx::PxU32 vref2 = polygons[data.mIndexBase + 0 + j + 2]; |
| 403 | Q_ASSERT(vref1 < nbVerts); |
| 404 | Q_ASSERT(vref2 < nbVerts); |
| 405 | |
| 406 | const QVector3D p0 = QPhysicsUtils::toQtType(vec: verts[vref0]); |
| 407 | const QVector3D p1 = QPhysicsUtils::toQtType(vec: verts[vref1]); |
| 408 | const QVector3D p2 = QPhysicsUtils::toQtType(vec: verts[vref2]); |
| 409 | |
| 410 | builder.addLine(start: p0, end: p1); |
| 411 | builder.addLine(start: p1, end: p2); |
| 412 | builder.addLine(start: p2, end: p0); |
| 413 | } |
| 414 | } |
| 415 | |
| 416 | auto bounds = convexMesh->getLocalBounds(); |
| 417 | |
| 418 | geometry->setBounds(min: QPhysicsUtils::toQtType(vec: bounds.minimum), |
| 419 | max: QPhysicsUtils::toQtType(vec: bounds.maximum)); |
| 420 | geometry->setVertexData(builder.generateVertexArray()); |
| 421 | return geometry; |
| 422 | } |
| 423 | |
| 424 | QQuick3DGeometry * |
| 425 | QDebugDrawHelper::generateTriangleMeshGeometry(physx::PxTriangleMesh *triangleMesh) |
| 426 | { |
| 427 | if (!triangleMesh) |
| 428 | return nullptr; |
| 429 | |
| 430 | auto geometry = new QQuick3DGeometry(); |
| 431 | geometry->clear(); |
| 432 | geometry->addAttribute(semantic: QQuick3DGeometry::Attribute::PositionSemantic, offset: 0, |
| 433 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 434 | geometry->addAttribute(semantic: QQuick3DGeometry::Attribute::NormalSemantic, offset: 16, |
| 435 | componentType: QQuick3DGeometry::Attribute::ComponentType::F32Type); |
| 436 | geometry->setStride(32); |
| 437 | geometry->setPrimitiveType(QQuick3DGeometry::PrimitiveType::Lines); |
| 438 | |
| 439 | QCollisionDebugMeshBuilder builder; |
| 440 | |
| 441 | const physx::PxU32 triangleCount = triangleMesh->getNbTriangles(); |
| 442 | const physx::PxU32 has16BitIndices = |
| 443 | triangleMesh->getTriangleMeshFlags() & physx::PxTriangleMeshFlag::e16_BIT_INDICES; |
| 444 | const void *indexBuffer = triangleMesh->getTriangles(); |
| 445 | const physx::PxVec3 *vertexBuffer = triangleMesh->getVertices(); |
| 446 | const physx::PxU32 *intIndices = reinterpret_cast<const physx::PxU32 *>(indexBuffer); |
| 447 | const physx::PxU16 *shortIndices = reinterpret_cast<const physx::PxU16 *>(indexBuffer); |
| 448 | for (physx::PxU32 i = 0; i < triangleCount; ++i) { |
| 449 | physx::PxVec3 triVert[3]; |
| 450 | |
| 451 | if (has16BitIndices) { |
| 452 | triVert[0] = vertexBuffer[*shortIndices++]; |
| 453 | triVert[1] = vertexBuffer[*shortIndices++]; |
| 454 | triVert[2] = vertexBuffer[*shortIndices++]; |
| 455 | } else { |
| 456 | triVert[0] = vertexBuffer[*intIndices++]; |
| 457 | triVert[1] = vertexBuffer[*intIndices++]; |
| 458 | triVert[2] = vertexBuffer[*intIndices++]; |
| 459 | } |
| 460 | |
| 461 | const QVector3D p0 = QPhysicsUtils::toQtType(vec: triVert[0]); |
| 462 | const QVector3D p1 = QPhysicsUtils::toQtType(vec: triVert[1]); |
| 463 | const QVector3D p2 = QPhysicsUtils::toQtType(vec: triVert[2]); |
| 464 | |
| 465 | builder.addLine(start: p0, end: p1); |
| 466 | builder.addLine(start: p1, end: p2); |
| 467 | builder.addLine(start: p2, end: p0); |
| 468 | } |
| 469 | |
| 470 | auto bounds = triangleMesh->getLocalBounds(); |
| 471 | |
| 472 | geometry->setBounds(min: QPhysicsUtils::toQtType(vec: bounds.minimum), |
| 473 | max: QPhysicsUtils::toQtType(vec: bounds.maximum)); |
| 474 | geometry->setVertexData(builder.generateVertexArray()); |
| 475 | return geometry; |
| 476 | } |
| 477 | |