package physics import "core:log" import "core:math" import lg "core:math/linalg" import "game:debug" import "libs:tracy" import rl "vendor:raylib" import "vendor:raylib/rlgl" _ :: log _ :: math _ :: debug draw_debug_shape :: proc( shape: Collision_Shape, pos: rl.Vector3, rot: rl.Quaternion, color: rl.Color, ) { rlgl.PushMatrix() defer rlgl.PopMatrix() rlgl.Begin(rlgl.LINES) defer rlgl.End() switch s in shape { case Shape_Sphere: rl.DrawSphere(pos, s.radius, color) case Shape_Box: mat := lg.matrix4_from_trs(pos, rot, 1) rlgl.LoadIdentity() rlgl.MultMatrixf(cast([^]f32)&mat) rl.DrawCubeWiresV(0, s.size, color) } } draw_debug_scene :: proc(scene: ^Scene) { tracy.Zone() for &body, i in scene.bodies { if body.alive { pos := body.x q := body.q x := lg.quaternion_mul_vector3(q, rl.Vector3{1, 0, 0}) y := lg.quaternion_mul_vector3(q, rl.Vector3{0, 1, 0}) z := lg.quaternion_mul_vector3(q, rl.Vector3{0, 0, 1}) rl.DrawLine3D(pos, pos + x, rl.RED) rl.DrawLine3D(pos, pos + y, rl.GREEN) rl.DrawLine3D(pos, pos + z, rl.BLUE) draw_debug_shape(body.shape, body.x, body.q, debug.int_to_color(i32(i + 1))) } } for _, i in scene.suspension_constraints { wheel := &scene.suspension_constraints_slice[i] if wheel.alive { body := get_body(scene, wheel.body) t := wheel.hit_t > 0 ? wheel.hit_t : wheel.rest pos := body.x rot := body.q pos += lg.quaternion_mul_vector3(rot, wheel.rel_pos) dir := lg.quaternion_mul_vector3(rot, wheel.rel_dir) rl.DrawLine3D(pos, pos + dir * t, rl.ORANGE) rel_wheel_pos := wheel_get_rel_wheel_pos(body, wheel) wheel_pos := body_local_to_world(body, rel_wheel_pos) right := wheel_get_right_vec(body, wheel) rl.DrawCylinderWiresEx( wheel_pos - right * 0.1, wheel_pos + right * 0.1, wheel.radius, wheel.radius, 16, rl.RED, ) rl.DrawLine3D(wheel_pos, wheel_pos + right * 10, rl.RED) if wheel.hit { // rl.DrawLine3D( // pos + t * dir, // pos + t * dir + wheel.applied_impulse.x * right * 10, // rl.RED, // ) } if wheel.hit { rl.DrawSphereWires(wheel.hit_point, 0.1, 4, 4, rl.RED) } } } for &contact, contact_idx in scene.contact_pairs[:scene.contact_pairs_len] { debug_draw_manifold_points( -contact.manifold.normal, contact.manifold.points_a[:contact.manifold.points_len], color = debug.int_to_color(i32(contact_idx * 2 + 0)), ) debug_draw_manifold_points( contact.manifold.normal, contact.manifold.points_b[:contact.manifold.points_len], color = debug.int_to_color(i32(contact_idx * 2 + 1)), ) } } debug_draw_manifold_points :: proc(normal: rl.Vector3, points: []rl.Vector3, color: rl.Color) { if len(points) >= 3 { // Triangle or quad v1 := points[0] for i in 2 ..< len(points) { v2, v3 := points[i - 1], points[i] rl.DrawTriangle3D(v1, v2, v3, color) } } else if len(points) == 2 { // Line rl.DrawLine3D(points[0], points[1], color) } for p in points { rl.DrawLine3D(p, p + normal, color) rl.DrawSphereWires(p, 0.1, 4, 4, color) } }