Files
RobustToolbox/Robust.Client/Debugging/DebugPhysicsSystem.cs
metalgearsloth 2353f0ed6f Debugdraw enhancements (#2080)
* Debugdraw enhancements

* Fix up the overlays

* Changes

* Box2D licence

* Update Robust.Client/Console/Commands/PhysicsOverlayCommands.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Fix dependency

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-10-03 17:58:08 +11:00

351 lines
14 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
/* Heavily inspired by Farseer */
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Contacts;
namespace Robust.Client.Debugging
{
public sealed class DebugPhysicsSystem : SharedDebugPhysicsSystem
{
/*
* Used for debugging shapes, controllers, joints, contacts
*/
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
private const int MaxContactPoints = 2048;
internal int PointCount;
internal ContactPoint[] Points = new ContactPoint[MaxContactPoints];
public PhysicsDebugFlags Flags
{
get => _flags;
set
{
if (value == _flags) return;
if (_flags == PhysicsDebugFlags.None)
IoCManager.Resolve<IOverlayManager>().AddOverlay(
new PhysicsDebugOverlay(
IoCManager.Resolve<IEyeManager>(),
IoCManager.Resolve<IInputManager>(),
IoCManager.Resolve<IResourceCache>(),
this,
Get<SharedBroadphaseSystem>()));
if (value == PhysicsDebugFlags.None)
IoCManager.Resolve<IOverlayManager>().RemoveOverlay(typeof(PhysicsDebugOverlay));
_flags = value;
}
}
private PhysicsDebugFlags _flags;
public override void HandlePreSolve(Contact contact, in Manifold oldManifold)
{
if ((Flags & (PhysicsDebugFlags.ContactPoints | PhysicsDebugFlags.ContactNormals)) != 0)
{
Manifold manifold = contact.Manifold;
if (manifold.PointCount == 0)
return;
Fixture fixtureA = contact.FixtureA!;
var state1 = new PointState[2];
var state2 = new PointState[2];
CollisionManager.GetPointStates(ref state1, ref state2, oldManifold, manifold);
Span<Vector2> points = stackalloc Vector2[2];
contact.GetWorldManifold(_physicsManager, out var normal, points);
ContactPoint cp = Points[PointCount];
for (var i = 0; i < manifold.PointCount && PointCount < MaxContactPoints; ++i)
{
if (fixtureA == null)
Points[i] = new ContactPoint();
cp.Position = points[i];
cp.Normal = normal;
cp.State = state2[i];
Points[PointCount] = cp;
++PointCount;
}
}
}
internal struct ContactPoint
{
public Vector2 Normal;
public Vector2 Position;
public PointState State;
}
}
[Flags]
public enum PhysicsDebugFlags : byte
{
None = 0,
/// <summary>
/// Shows the world point for each contact in the viewport.
/// </summary>
ContactPoints = 1 << 0,
/// <summary>
/// Shows the world normal for each contact in the viewport.
/// </summary>
ContactNormals = 1 << 1,
/// <summary>
/// Shows all physics shapes in the viewport.
/// </summary>
Shapes = 1 << 2,
ShapeInfo = 1 << 3,
}
internal sealed class PhysicsDebugOverlay : Overlay
{
private IEyeManager _eyeManager = default!;
private IInputManager _inputManager = default!;
private DebugPhysicsSystem _physics = default!;
private SharedBroadphaseSystem _broadphaseSystem = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace | OverlaySpace.ScreenSpace;
private readonly Font _font;
public PhysicsDebugOverlay(IEyeManager eyeManager, IInputManager inputManager, IResourceCache cache, DebugPhysicsSystem system, SharedBroadphaseSystem broadphaseSystem)
{
_eyeManager = eyeManager;
_inputManager = inputManager;
_physics = system;
_broadphaseSystem = broadphaseSystem;
_font = new VectorFont(cache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}
private void DrawWorld(DrawingHandleWorld worldHandle)
{
var viewport = _eyeManager.GetWorldViewport();
var viewBounds = _eyeManager.GetWorldViewbounds();
var mapId = _eyeManager.CurrentMap;
if ((_physics.Flags & PhysicsDebugFlags.Shapes) != 0 && !viewport.IsEmpty())
{
foreach (var physBody in _broadphaseSystem.GetCollidingEntities(mapId, viewBounds))
{
if (physBody.Owner.HasComponent<MapGridComponent>()) continue;
var xform = physBody.GetTransform();
const float AlphaModifier = 0.2f;
foreach (var fixture in physBody.Fixtures)
{
// Invalid shape - Box2D doesn't check for IsSensor
if (physBody.BodyType == BodyType.Dynamic && fixture.Mass == 0f)
{
DrawShape(worldHandle, fixture, xform, Color.Red.WithAlpha(AlphaModifier));
}
else if (!physBody.CanCollide)
{
DrawShape(worldHandle, fixture, xform, new Color(0.5f, 0.5f, 0.3f).WithAlpha(AlphaModifier));
}
else if (physBody.BodyType == BodyType.Static)
{
DrawShape(worldHandle, fixture, xform, new Color(0.5f, 0.9f, 0.5f).WithAlpha(AlphaModifier));
}
else if ((physBody.BodyType & (BodyType.Kinematic | BodyType.KinematicController)) != 0x0)
{
DrawShape(worldHandle, fixture, xform, new Color(0.5f, 0.5f, 0.9f).WithAlpha(AlphaModifier));
}
else if (!physBody.Awake)
{
DrawShape(worldHandle, fixture, xform, new Color(0.6f, 0.6f, 0.6f).WithAlpha(AlphaModifier));
}
else
{
DrawShape(worldHandle, fixture, xform, new Color(0.9f, 0.7f, 0.7f).WithAlpha(AlphaModifier));
}
}
}
}
if ((_physics.Flags & (PhysicsDebugFlags.ContactPoints | PhysicsDebugFlags.ContactNormals)) != 0)
{
const float axisScale = 0.3f;
for (var i = 0; i < _physics.PointCount; ++i)
{
var point = _physics.Points[i];
const float radius = 0.1f;
if ((_physics.Flags & PhysicsDebugFlags.ContactPoints) != 0)
{
if (point.State == PointState.Add)
worldHandle.DrawCircle(point.Position, radius, new Color(255, 77, 243, 255));
else if (point.State == PointState.Persist)
worldHandle.DrawCircle(point.Position, radius, new Color(255, 77, 77, 255));
}
if ((_physics.Flags & PhysicsDebugFlags.ContactNormals) != 0)
{
Vector2 p1 = point.Position;
Vector2 p2 = p1 + point.Normal * axisScale;
worldHandle.DrawLine(p1, p2, new Color(255, 102, 230, 255));
}
}
_physics.PointCount = 0;
}
}
private void DrawScreen(DrawingHandleScreen screenHandle)
{
var mapId = _eyeManager.CurrentMap;
var mousePos = _inputManager.MouseScreenPosition;
if ((_physics.Flags & PhysicsDebugFlags.ShapeInfo) != 0x0)
{
var hoverBodies = new List<PhysicsComponent>();
var bounds = Box2.UnitCentered.Translated(_eyeManager.ScreenToMap(mousePos.Position).Position);
foreach (var physBody in _broadphaseSystem.GetCollidingEntities(mapId, bounds))
{
if (physBody.Owner.HasComponent<MapGridComponent>()) continue;
hoverBodies.Add(physBody);
}
var lineHeight = _font.GetLineHeight(1f);
var drawPos = mousePos.Position + new Vector2(20, 0) + new Vector2(0, -(hoverBodies.Count * 4 * lineHeight / 2f));
int row = 0;
foreach (var body in hoverBodies)
{
if (body != hoverBodies[0])
{
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), "------");
row++;
}
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Ent: {body.Owner}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Layer: {Convert.ToString(body.CollisionLayer, 2)}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Mask: {Convert.ToString(body.CollisionMask, 2)}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Enabled: {body.CanCollide}, Hard: {body.Hard}, Anchored: {(body).BodyType == BodyType.Static}");
row++;
}
}
}
protected internal override void Draw(in OverlayDrawArgs args)
{
if (_physics.Flags == PhysicsDebugFlags.None) return;
switch (args.Space)
{
case OverlaySpace.ScreenSpace:
DrawScreen((DrawingHandleScreen) args.DrawingHandle);
break;
case OverlaySpace.WorldSpace:
DrawWorld((DrawingHandleWorld) args.DrawingHandle);
break;
}
}
private void DrawShape(DrawingHandleWorld worldHandle, Fixture fixture, Transform xform, Color color)
{
switch (fixture.Shape)
{
case PhysShapeCircle circle:
var center = Transform.Mul(xform, circle.Position);
worldHandle.DrawCircle(center, circle.Radius, color);
break;
case EdgeShape edge:
var v1 = Transform.Mul(xform, edge.Vertex1);
var v2 = Transform.Mul(xform, edge.Vertex2);
worldHandle.DrawLine(v1, v2, color);
if (edge.OneSided)
{
worldHandle.DrawCircle(v1, 0.5f, color);
worldHandle.DrawCircle(v2, 0.5f, color);
}
break;
case PolygonShape poly:
Span<Vector2> verts = stackalloc Vector2[poly.Vertices.Length];
for (var i = 0; i < verts.Length; i++)
{
verts[i] = Transform.Mul(xform, poly.Vertices[i]);
}
worldHandle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, verts, color);
break;
default:
return;
}
}
}
}