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AmmoDebugDrawer.js
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AmmoDebugDrawer.js
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/* global Ammo */
export const DefaultBufferSize = 3 * 1000000;
export const AmmoDebugConstants = {
NoDebug: 0,
DrawWireframe: 1,
DrawAabb: 2,
DrawFeaturesText: 4,
DrawContactPoints: 8,
NoDeactivation: 16,
NoHelpText: 32,
DrawText: 64,
ProfileTimings: 128,
EnableSatComparison: 256,
DisableBulletLCP: 512,
EnableCCD: 1024,
DrawConstraints: 1 << 11, //2048
DrawConstraintLimits: 1 << 12, //4096
FastWireframe: 1 << 13, //8192
DrawNormals: 1 << 14, //16384
MAX_DEBUG_DRAW_MODE: 0xffffffff
};
const setXYZ = function(array, index, x, y, z) {
index *= 3;
array[index + 0] = x;
array[index + 1] = y;
array[index + 2] = z;
};
/**
* An implementation of the btIDebugDraw interface in Ammo.js, for debug rendering of Ammo shapes
* @class AmmoDebugDrawer
* @param {Uint32Array} indexArray
* @param {Float32Array} verticessArray
* @param {Float32Array} colorsArray
* @param {Ammo.btCollisionWorld} world
* @param {object} [options]
*/
export const AmmoDebugDrawer = function(indexArray, verticesArray, colorsArray, world, options) {
this.world = world;
options = options || {};
this.verticesArray = verticesArray;
this.colorsArray = colorsArray;
this.indexArray = indexArray;
this.debugDrawMode = options.debugDrawMode || AmmoDebugConstants.DrawWireframe;
this.index = 0;
if (this.indexArray) {
Atomics.store(this.indexArray, 0, this.index);
}
this.enabled = false;
this.debugDrawer = new Ammo.DebugDrawer();
this.debugDrawer.drawLine = this.drawLine.bind(this);
this.debugDrawer.drawContactPoint = this.drawContactPoint.bind(this);
this.debugDrawer.reportErrorWarning = this.reportErrorWarning.bind(this);
this.debugDrawer.draw3dText = this.draw3dText.bind(this);
this.debugDrawer.setDebugMode = this.setDebugMode.bind(this);
this.debugDrawer.getDebugMode = this.getDebugMode.bind(this);
this.debugDrawer.enable = this.enable.bind(this);
this.debugDrawer.disable = this.disable.bind(this);
this.debugDrawer.update = this.update.bind(this);
this.world.setDebugDrawer(this.debugDrawer);
};
AmmoDebugDrawer.prototype = function() {
return this.debugDrawer;
};
AmmoDebugDrawer.prototype.enable = function() {
this.enabled = true;
};
AmmoDebugDrawer.prototype.disable = function() {
this.enabled = false;
};
AmmoDebugDrawer.prototype.update = function() {
if (!this.enabled) {
return;
}
if (this.indexArray) {
if (Atomics.load(this.indexArray, 0) === 0) {
this.index = 0;
this.world.debugDrawWorld();
Atomics.store(this.indexArray, 0, this.index);
}
} else {
this.index = 0;
this.world.debugDrawWorld();
}
};
AmmoDebugDrawer.prototype.drawLine = function(from, to, color) {
const heap = Ammo.HEAPF32;
const r = heap[(color + 0) / 4];
const g = heap[(color + 4) / 4];
const b = heap[(color + 8) / 4];
const fromX = heap[(from + 0) / 4];
const fromY = heap[(from + 4) / 4];
const fromZ = heap[(from + 8) / 4];
setXYZ(this.verticesArray, this.index, fromX, fromY, fromZ);
setXYZ(this.colorsArray, this.index++, r, g, b);
const toX = heap[(to + 0) / 4];
const toY = heap[(to + 4) / 4];
const toZ = heap[(to + 8) / 4];
setXYZ(this.verticesArray, this.index, toX, toY, toZ);
setXYZ(this.colorsArray, this.index++, r, g, b);
};
//TODO: figure out how to make lifeTime work
AmmoDebugDrawer.prototype.drawContactPoint = function(pointOnB, normalOnB, distance, lifeTime, color) {
const heap = Ammo.HEAPF32;
const r = heap[(color + 0) / 4];
const g = heap[(color + 4) / 4];
const b = heap[(color + 8) / 4];
const x = heap[(pointOnB + 0) / 4];
const y = heap[(pointOnB + 4) / 4];
const z = heap[(pointOnB + 8) / 4];
setXYZ(this.verticesArray, this.index, x, y, z);
setXYZ(this.colorsArray, this.index++, r, g, b);
const dx = heap[(normalOnB + 0) / 4] * distance;
const dy = heap[(normalOnB + 4) / 4] * distance;
const dz = heap[(normalOnB + 8) / 4] * distance;
setXYZ(this.verticesArray, this.index, x + dx, y + dy, z + dz);
setXYZ(this.colorsArray, this.index++, r, g, b);
};
AmmoDebugDrawer.prototype.reportErrorWarning = function(warningString) {
if (Ammo.hasOwnProperty("UTF8ToString")) {
console.warn(Ammo.UTF8ToString(warningString));
} else if (!this.warnedOnce) {
this.warnedOnce = true;
console.warn("Cannot print warningString, please export UTF8ToString from Ammo.js in make.py");
}
};
AmmoDebugDrawer.prototype.draw3dText = function(location, textString) {
//TODO
console.warn("TODO: draw3dText");
};
AmmoDebugDrawer.prototype.setDebugMode = function(debugMode) {
this.debugDrawMode = debugMode;
};
AmmoDebugDrawer.prototype.getDebugMode = function() {
return this.debugDrawMode;
};