Ejemplo n.º 1
0
    public void DrawHullCollision(GameObject a, GameObject b, RigidTransform t1, NativeHull hull1, RigidTransform t2, NativeHull hull2)
    {
        var collision = HullCollision.GetDebugCollisionInfo(t1, hull1, t2, hull2);

        if (collision.IsColliding)
        {
            if (DrawIntersection) // Visualize all faces of the intersection
            {
                HullIntersection.DrawNativeHullHullIntersection(t1, hull1, t2, hull2);
            }

            if (DrawContact || LogContact)  // Visualize the minimal contact calcluation for physics
            {
                //var manifold = HullOperations.GetContact.Invoke(t1, hull1, t2, hull2);

                var sw1          = System.Diagnostics.Stopwatch.StartNew();
                var tmp          = new NativeManifold(Allocator.Persistent);
                var normalResult = HullIntersection.NativeHullHullContact(ref tmp, t1, hull1, t2, hull2);
                sw1.Stop();
                tmp.Dispose();

                var sw2         = System.Diagnostics.Stopwatch.StartNew();
                var burstResult = HullOperations.TryGetContact.Invoke(out NativeManifold manifold, t1, hull1, t2, hull2);
                sw2.Stop();

                if (LogContact)
                {
                    Debug.Log($"GetContact between '{a.name}'/'{b.name}' took: {sw1.Elapsed.TotalMilliseconds:N4}ms (Normal), {sw2.Elapsed.TotalMilliseconds:N4}ms (Burst)");
                }

                if (DrawContact && burstResult)
                {
                    // Do something with manifold

                    HullDrawingUtility.DebugDrawManifold(manifold);

                    //var points = manifold.Points;

                    for (int i = 0; i < manifold.Length; i++)
                    {
                        var point = manifold[i];
                        DebugDrawer.DrawSphere(point.Position, 0.02f);
                        DebugDrawer.DrawArrow(point.Position, manifold.Normal * 0.2f);

                        var penentrationPoint = point.Position + manifold.Normal * point.Distance;
                        DebugDrawer.DrawLabel(penentrationPoint, $"{point.Distance:N2}");

                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.InEdge1, t1, hull1);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.OutEdge1, t1, hull1);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.InEdge2, t1, hull1);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.OutEdge2, t1, hull1);

                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.InEdge1, t2, hull2);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.OutEdge1, t2, hull2);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.InEdge2, t2, hull2);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.OutEdge2, t2, hull2);

                        DebugDrawer.DrawDottedLine(point.Position, penentrationPoint);
                    }

                    manifold.Dispose();
                }
            }

            if (DrawIsCollided)
            {
                DebugDrawer.DrawSphere(t1.pos, 0.1f, UnityColors.GhostDodgerBlue);
                DebugDrawer.DrawSphere(t2.pos, 0.1f, UnityColors.GhostDodgerBlue);
            }
        }

        if (DrawClosestFace)
        {
            var color1 = collision.Face1.Distance > 0 ? UnityColors.Red.ToOpacity(0.3f) : UnityColors.Yellow.ToOpacity(0.3f);
            HullDrawingUtility.DrawFaceWithOutline(collision.Face1.Index, t1, hull1, color1, UnityColors.Black);

            var color2 = collision.Face2.Distance > 0 ? UnityColors.Red.ToOpacity(0.3f) : UnityColors.Yellow.ToOpacity(0.3f);
            HullDrawingUtility.DrawFaceWithOutline(collision.Face2.Index, t2, hull2, color2, UnityColors.Black);
        }
    }
Ejemplo n.º 2
0
    private static unsafe void DrawTests(int threadIndex, float3 start, float3 end, NativeString512 text, DrawingMethods methods, NativeArray <float3> polygon)
    {
        float3 offset = Vector3.up * 0.05f + Vector3.left * 0.05f;
        float3 center = (start + (end - start) / 2);

        if (methods.Sphere)
        {
            DebugDrawer.DrawSphere(start, 0.75f, UnityColors.GhostDodgerBlue);
        }

        if (methods.RectangleWithOutline)
        {
            var size   = 0.25f;
            var points = stackalloc[]
            {
                center + offset + new float3(0, 0, 0),
                center + offset + new float3(0, size, 0),
                center + offset + new float3(0, size, size),
                center + offset + new float3(0, 0, size)
            };

            DebugDrawer.DrawSolidRectangleWithOutline(points, UnityColors.LightYellow, UnityColors.Yellow);
        }

        if (methods.Polygon)
        {
            DebugDrawer.DrawAAConvexPolygon(polygon, center + (float3)Vector3.down * 0.25f, UnityColors.GhostDodgerBlue);
        }

        if (methods.Line)
        {
            DebugDrawer.DrawLine(start + offset, end + offset);
        }

        if (methods.Ray)
        {
            DebugDrawer.DrawRay(center, Vector3.up, UnityColors.MediumBlue);
        }

        if (methods.Cone)
        {
            DebugDrawer.DrawCone(center + (float3)Vector3.up * 0.5f, Vector3.up, UnityColors.DarkKhaki, 22.5f);
        }

        if (methods.Circle)
        {
            DebugDrawer.DrawCircle(center, Vector3.up, 0.25f, UnityColors.AliceBlue);
        }

        if (methods.DottedLine)
        {
            DebugDrawer.DrawDottedLine(start, end, Color.yellow);
        }

        if (methods.WireCube)
        {
            DebugDrawer.DrawWireCube(end, Vector3.one / 2, Color.yellow);
        }

        if (methods.DottedWireCube)
        {
            DebugDrawer.DrawDottedWireCube(end, Vector3.one, Color.black);
        }

        if (methods.Label)
        {
            DebugDrawer.DrawLabel(center + (float3)Vector3.down * 0.25f, text);
        }

        if (methods.Arrow)
        {
            DebugDrawer.DrawArrow(start + (float3)Vector3.up * 0.5f, Vector3.up, Color.blue);
        }

        if (methods.Log)
        {
            DebugDrawer.Log(threadIndex, text);
        }

        if (methods.LogWarning)
        {
            DebugDrawer.LogWarning(text);
        }

        if (methods.LogError)
        {
            DebugDrawer.LogError(text);
        }

        if (methods.Point)
        {
            DebugDrawer.DrawPoint(center + (float3)Vector3.forward, UnityColors.Lavender, 0.25f);
        }
    }
}