package physics import "core:fmt" import "core:log" import "core:math" import lg "core:math/linalg" import "game:debug" import he "game:halfedge" import "game:ui" import rl "libs:raylib" import "libs:raylib/rlgl" import "libs:tracy" _ :: log _ :: math _ :: debug _ :: he draw_debug_shape :: proc( sim_state: ^Sim_State, shape: Collision_Shape, pos: Vec3, rot: Quat, color: rl.Color, ) { mat := lg.matrix4_from_trs(pos, rot, 1) rlgl.PushMatrix() defer rlgl.PopMatrix() rlgl.LoadIdentity() rlgl.MultMatrixf(cast([^]f32)&mat) switch s in shape { case Shape_Box: rl.DrawCubeV(0, s.size, color) case Internal_Shape_Convex: mesh := convex_container_get_mesh(&sim_state.convex_container, s.mesh) he.debug_draw_mesh_wires(mesh, color) } } draw_debug_scene :: proc(scene: ^Scene) { tracy.Zone() sim_state := get_sim_state(scene) for _, i in sim_state.bodies { body := &sim_state.bodies_slice[i] if body.alive { pos := body.x q := body.q x := lg.quaternion_mul_vector3(q, Vec3{1, 0, 0}) y := lg.quaternion_mul_vector3(q, Vec3{0, 1, 0}) z := lg.quaternion_mul_vector3(q, Vec3{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( sim_state, body.shape, body_get_shape_pos(body), body.q, debug.int_to_color(i32(i + 2)), ) } } if false { for &level_geom, geom_idx in sim_state.level_geoms { if level_geom.alive { vertices, indices := get_level_geom_data(sim_state, level_geom.geometry) for i in 0 ..< len(indices) / 3 { i1, i2, i3 := indices[i * 3 + 0], indices[i * 3 + 1], indices[i * 3 + 2] v1, v2, v3 := vertices[i1], vertices[i2], vertices[i3] rl.DrawTriangle3D(v1, v2, v3, debug.int_to_color(i32(geom_idx + 1))) } } } } for _, i in sim_state.suspension_constraints { wheel := &sim_state.suspension_constraints_slice[i] if wheel.alive { body := get_body(sim_state, wheel.body) pos := body.x rot := body.q pos += lg.quaternion_mul_vector3(rot, wheel.rel_pos) 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) rotation_dir := body_local_to_world_vec( body, lg.matrix3_rotate(wheel.q, Vec3{-1, 0, 0}) * Vec3{0, 1, 0}, ) rl.DrawLine3D( wheel_pos - right * 0.1, wheel_pos - right * 0.1 + rotation_dir * wheel.radius, rl.ORANGE, ) rl.DrawLine3D( wheel_pos + right * 0.1, wheel_pos + right * 0.1 + rotation_dir * wheel.radius, rl.ORANGE, ) 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) } } } if true { for &contact, contact_idx in sim_state.contact_container.contacts { points_a := contact.manifold.points_a points_b := contact.manifold.points_b points_a_slice, points_b_slice := points_a[:contact.manifold.points_len], points_b[:contact.manifold.points_len] debug_transform_points_local_to_world(get_body(sim_state, contact.a), points_a_slice) b_handle := Body_Handle(contact.b) if contact.type == .Body_vs_Body else INVALID_BODY debug_transform_points_local_to_world(get_body(sim_state, b_handle), points_b_slice) debug_draw_manifold_points( contact, -1, points_a_slice, color = debug.int_to_color(i32(contact_idx * 2 + 0)), ) debug_draw_manifold_points( contact, 1, points_b_slice, color = debug.int_to_color(i32(contact_idx * 2 + 1)), ) } } } draw_debug_ui :: proc(ctx: ^ui.Context, scene: ^Scene, config: Solver_Config) { tracy.Zone() sim_state := get_sim_state(scene) active_wheels := []int{0, 1} w, h: i32 = 500, 500 window_x: i32 = 0 for i in 0 ..< len(sim_state.suspension_constraints_slice) { s := &sim_state.suspension_constraints_slice[i] if s.alive { for idx in active_wheels { if i == idx { if ui.window( ctx, fmt.tprintf("Wheel %v", i), ui.Rect{x = window_x, y = 0, w = w, h = h}, ui.Options{}, ) { NUM_SAMPLES :: 100 dt := f32(config.timestep) / f32(config.substreps_minus_one + 1) inv_dt := 1.0 / dt { ui.layout_row(ctx, {-1}, 300) { ui.begin_line(ctx, ui.Color{255, 0, 0, 255}) defer ui.end_line(ctx) for j in 0 ..< NUM_SAMPLES { alpha := f32(j) / f32(NUM_SAMPLES - 1) x := alpha * 200.0 - 100.0 long_friction := abs( pacejka_94_longitudinal( s.pacejka_long, x, max(abs(s.spring_impulse), 0.001) * inv_dt * 0.001, ), ) ui.push_line_point( ctx, ui.Vec2f{alpha, long_friction * -0.5 + 1}, ) } long_friction := abs( pacejka_94_longitudinal( s.pacejka_long, s.slip_ratio, max(abs(s.spring_impulse), 0.001) * inv_dt * 0.001, ), ) rect := ui.get_line(ctx).rect cur_point := Vec2 { (s.slip_ratio + 100.0) / 200.0, long_friction * -0.5 + 1, } * Vec2{f32(rect.w), f32(rect.h)} + Vec2{f32(rect.x), f32(rect.y)} ui.draw_rect( ctx, ui.rect_from_point_extent( ui.Vec2{i32(cur_point.x), i32(cur_point.y)}, 2, ), ui.Color{255, 255, 0, 255}, ) } } { ui.layout_row(ctx, {-1}, 300) ui.begin_line(ctx, ui.Color{0, 255, 0, 255}) defer ui.end_line(ctx) for j in 0 ..< NUM_SAMPLES { alpha := f32(j) / f32(NUM_SAMPLES - 1) x := alpha * 180.0 - 90.0 lat_friction := abs( pacejka_94_lateral( s.pacejka_lat, x, max(abs(s.spring_impulse), 0.001) * inv_dt * 0.001, 0.0, ), ) ui.push_line_point(ctx, ui.Vec2f{alpha, lat_friction * -0.5 + 1}) } lat_friction := abs( pacejka_94_lateral( s.pacejka_lat, s.slip_angle, max(abs(s.spring_impulse), 0.001) * inv_dt * 0.001, 0.0, ), ) rect := ui.get_line(ctx).rect cur_point := Vec2{(s.slip_angle + 100.0) / 200.0, lat_friction * -0.5 + 1} * Vec2{f32(rect.w), f32(rect.h)} + Vec2{f32(rect.x), f32(rect.y)} ui.draw_rect( ctx, ui.rect_from_point_extent( ui.Vec2{i32(cur_point.x), i32(cur_point.y)}, 2, ), ui.Color{255, 255, 0, 255}, ) } window_x += w } } } } } } debug_transform_points_local_to_world :: proc(body: Body_Ptr, points: []Vec3) { for i in 0 ..< len(points) { points[i] = body_local_to_world(body, points[i]) } } debug_draw_manifold_points :: proc( contact: Contact, impulse_sign: f32, points: []Vec3, 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 point_idx in 0 ..< len(points) { p := points[point_idx] total_impulse := contact.total_normal_impulse[point_idx] * contact.manifold.normal + contact.total_friction_impulse[point_idx].x * contact.manifold.tangent + contact.total_friction_impulse[point_idx].y * contact.manifold.bitangent rl.DrawLine3D(p, p + total_impulse * impulse_sign, color) rl.DrawSphereWires(p, 0.1, 4, 4, color) } }