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db6d786ee4
@ -49,9 +49,10 @@ class DebugDrawHelper {
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final fromScreenSpace = worldToScreenFast(new Vec4(from.x(), from.y(), from.z(), 1.0));
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final toScreenSpace = worldToScreenFast(new Vec4(to.x(), to.y(), to.z(), 1.0));
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// For now don't draw lines if any point is outside of clip space z,
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// investigate how to clamp lines to clip space borders
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if (fromScreenSpace.w == 1 && toScreenSpace.w == 1) {
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// If at least one point is within the Z clip space (w==1), attempt to draw.
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// Note: This is not full clipping, line may still go off screen sides.
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if (fromScreenSpace.w == 1 || toScreenSpace.w == 1) {
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lines.push({
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fromX: fromScreenSpace.x,
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fromY: fromScreenSpace.y,
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@ -62,6 +63,25 @@ class DebugDrawHelper {
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}
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}
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// Draws raycast in its own function because
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// something is conflicting with the btVector3 and JS pointer wrapping
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public function drawRayCast(fx:FastFloat, fy:FastFloat, fz:FastFloat, tx:FastFloat, ty:FastFloat, tz:FastFloat, r:FastFloat, g:FastFloat, b:FastFloat) {
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final fromScreenSpace = worldToScreenFast(new Vec4(fx, fy, fz, 1.0));
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final toScreenSpace = worldToScreenFast(new Vec4(tx, ty, tz, 1.0));
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// TO DO: May still go off screen sides.
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if (fromScreenSpace.w == 1 || toScreenSpace.w == 1) {
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final color = kha.Color.fromFloats(r, g, b, 1.0);
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lines.push({
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fromX: fromScreenSpace.x,
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fromY: fromScreenSpace.y,
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toX: toScreenSpace.x,
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toY: toScreenSpace.y,
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color: color
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});
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}
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}
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public function drawContactPoint(pointOnB: Vector3, normalOnB: Vector3, distance: kha.FastFloat, lifeTime: Int, color: Vector3) {
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#if js
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pointOnB = js.Syntax.code("Ammo.wrapPointer({0}, Ammo.btVector3)", pointOnB);
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@ -106,7 +126,7 @@ class DebugDrawHelper {
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x: contactPointScreenSpace.x,
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y: contactPointScreenSpace.y,
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color: color,
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text: Std.string(lifeTime), // lifeTime: number of frames the contact point existed
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text: Std.string(lifeTime),
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});
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}
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}
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@ -150,7 +170,7 @@ class DebugDrawHelper {
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}
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function onRender(g: kha.graphics2.Graphics) {
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if (getDebugMode() == NoDebug) {
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if (getDebugMode() == NoDebug && !physicsWorld.drawRaycasts) {
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return;
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}
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@ -159,8 +179,7 @@ class DebugDrawHelper {
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// will cause Bullet to call the btIDebugDraw callbacks), but this way
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// we can ensure that--within a frame--the function will not be called
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// before some user-specific physics update, which would result in a
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// one-frame drawing delay... Ideally we would ensure that debugDrawWorld()
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// is called when all other (late) update callbacks are already executed...
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// one-frame drawing delay...
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physicsWorld.world.debugDrawWorld();
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g.opacity = 1.0;
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@ -71,6 +71,7 @@ class PhysicsWorld extends Trait {
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public var convexHitPointWorld = new Vec4();
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public var convexHitNormalWorld = new Vec4();
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var pairCache: Bool = false;
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public var drawRaycasts: Bool = false;
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static var nullvec = true;
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static var vec1: bullet.Bt.Vector3 = null;
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@ -101,7 +102,7 @@ class PhysicsWorld extends Trait {
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public function new(timeScale = 1.0, maxSteps = 10, solverIterations = 10, debugDrawMode: DebugDrawMode = NoDebug) {
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public function new(timeScale = 1.0, maxSteps = 10, solverIterations = 10, debugDrawMode: DebugDrawMode = NoDebug, drawRaycasts: Bool = false) {
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super();
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if (nullvec) {
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@ -120,6 +121,7 @@ class PhysicsWorld extends Trait {
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this.timeScale = timeScale;
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this.maxSteps = maxSteps;
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this.solverIterations = solverIterations;
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this.drawRaycasts = drawRaycasts;
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// First scene
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if (active == null) {
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@ -180,8 +182,8 @@ class PhysicsWorld extends Trait {
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#else
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world = new bullet.Bt.DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
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#end
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// Set the solver iterations from Blender's rigid body world
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setSolverIterations(world, solverIterations);
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// TO DO: Set the solver iterations from Blender's rigid body world
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// setSolverIterations(world, solverIterations);
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setGravity(gravity);
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}
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@ -395,6 +397,7 @@ class PhysicsWorld extends Trait {
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rayTo.setValue(to.x, to.y, to.z);
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var rayCallback = new bullet.Bt.ClosestRayResultCallback(rayFrom, rayTo);
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#if js
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rayCallback.set_m_collisionFilterGroup(group);
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rayCallback.set_m_collisionFilterMask(mask);
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@ -404,6 +407,15 @@ class PhysicsWorld extends Trait {
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#end
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var worldDyn: bullet.Bt.DynamicsWorld = world;
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var worldCol: bullet.Bt.CollisionWorld = worldDyn;
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if (this.drawRaycasts && this.debugDrawHelper != null) {
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this.debugDrawHelper.drawRayCast(
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rayFrom.x(), rayFrom.y(), rayFrom.z(),
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rayTo.x(), rayTo.y(), rayTo.z(),
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0.73, 0.341, 1.0
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);
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}
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worldCol.rayTest(rayFrom, rayTo, rayCallback);
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var rb: RigidBody = null;
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var hitInfo: Hit = null;
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@ -507,14 +519,22 @@ class PhysicsWorld extends Trait {
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public function setDebugDrawMode(debugDrawMode: DebugDrawMode) {
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if (debugDrawHelper == null) {
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if (debugDrawMode == NoDebug) {
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// Initialize if helper is null AND (standard debug mode is requested OR our custom raycast drawing is requested)
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if (debugDrawMode != NoDebug || this.drawRaycasts) {
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initDebugDrawing();
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}
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else {
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// Helper is null and no debug drawing needed, so exit
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return;
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}
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initDebugDrawing();
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}
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// If we reached here, the helper is initialized (or was already)
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// Now set the standard Bullet debug mode on the actual drawer
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#if js
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world.getDebugDrawer().setDebugMode(debugDrawMode);
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// Ensure drawer exists before setting mode (might have just been initialized)
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var drawer = world.getDebugDrawer();
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if (drawer != null) drawer.setDebugMode(debugDrawMode);
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#elseif hl
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hlDebugDrawer_setDebugMode(debugDrawMode);
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#end
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@ -661,10 +681,7 @@ enum abstract DebugDrawMode(Int) from Int to Int {
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// We could use it in the future to toggle depth testing for lines, i.e. draw actual 3D lines if not set and Kha's g2 lines if set.
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var FastWireframe = 1 << 13;
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/**
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Draw the normal vectors of the triangles of the physics collider meshes.
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This only works for `Mesh` collision shapes.
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**/
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/** Draw the normal vectors of the triangles of the physics collider meshes. **/
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// Outside of Leenkx this works for a few more collision shapes
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var DrawNormals = 1 << 14;
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@ -3035,6 +3035,7 @@ Make sure the mesh only has tris/quads.""")
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debug_draw_mode |= 16384 if wrd.lnx_bullet_dbg_draw_normals else 0
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debug_draw_mode |= 32768 if wrd.lnx_bullet_dbg_draw_axis_gizmo else 0
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out_trait['parameters'].append(str(debug_draw_mode))
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out_trait['parameters'].append(str(wrd.lnx_bullet_dbg_draw_raycast).lower())
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self.output['traits'].append(out_trait)
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@ -132,6 +132,7 @@ def always() -> float:
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return 0.5
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def poll_threads() -> float:
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"""Polls the thread callback queue and if a thread has finished, it
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is joined with the main thread and the corresponding callback is
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@ -141,21 +142,27 @@ def poll_threads() -> float:
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thread, callback = make.thread_callback_queue.get(block=False)
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except queue.Empty:
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return 0.25
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thread.join()
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try:
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callback()
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except Exception as e:
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# If there is an exception, we can no longer return the time to
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# the next call to this polling function, so to keep it running
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# we re-register it and then raise the original exception.
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bpy.app.timers.unregister(poll_threads)
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bpy.app.timers.register(poll_threads, first_interval=0.01, persistent=True)
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raise e
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# Quickly check if another thread has finished
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return 0.01
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if thread.is_alive():
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try:
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make.thread_callback_queue.put((thread, callback), block=False)
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except queue.Full:
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return 0.5
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return 0.1
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else:
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try:
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thread.join()
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callback()
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except Exception as e:
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# If there is an exception, we can no longer return the time to
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# the next call to this polling function, so to keep it running
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# we re-register it and then raise the original exception.
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try:
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bpy.app.timers.unregister(poll_threads)
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except ValueError:
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pass
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bpy.app.timers.register(poll_threads, first_interval=0.01, persistent=True)
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# Quickly check if another thread has finished
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return 0.01
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loaded_py_libraries: dict[str, types.ModuleType] = {}
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name="Collider Wireframes", default=False,
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description="Draw wireframes of the physics collider meshes and suspensions of raycast vehicle simulations"
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)
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bpy.types.World.lnx_bullet_dbg_draw_raycast = BoolProperty(
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name="Trace Raycast", default=False,
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description="Draw raycasts to trace the results"
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)
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bpy.types.World.lnx_bullet_dbg_draw_aabb = BoolProperty(
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name="Axis-aligned Minimum Bounding Boxes", default=False,
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description="Draw axis-aligned minimum bounding boxes (AABBs) of the physics collider meshes"
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col = layout.column(align=False)
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col.prop(wrd, "lnx_bullet_dbg_draw_wireframe")
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col.prop(wrd, "lnx_bullet_dbg_draw_raycast")
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col.prop(wrd, "lnx_bullet_dbg_draw_aabb")
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col.prop(wrd, "lnx_bullet_dbg_draw_contact_points")
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col.prop(wrd, "lnx_bullet_dbg_draw_constraints")
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@ -579,6 +579,18 @@ HL_PRIM float HL_NAME(btVector3_length0)(_ref(btVector3)* _this) {
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}
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DEFINE_PRIM(_F32, btVector3_length0, _IDL);
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HL_PRIM float* HL_NAME(btFloatArray_set_raw)( _ref(btFloatArray)* _this, float* value ) {
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_unref(_this)->raw = (value);
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return value;
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}
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DEFINE_PRIM(_BYTES,btFloatArray_set_raw,_IDL _BYTES);
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HL_PRIM int* HL_NAME(btIntArray_set_raw)( _ref(btIntArray)* _this, int* value ) {
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_unref(_this)->raw = (value);
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return value;
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}
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DEFINE_PRIM(_BYTES,btIntArray_get_raw,_IDL);
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HL_PRIM float HL_NAME(btVector3_x0)(_ref(btVector3)* _this) {
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return _unref(_this)->x();
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}
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