Files
rapier/src/pipeline/debug_render_pipeline/debug_render_backend.rs
2022-04-28 17:30:35 +02:00

84 lines
2.8 KiB
Rust

use crate::dynamics::{
ImpulseJoint, ImpulseJointHandle, Multibody, MultibodyLink, RigidBody, RigidBodyHandle,
};
use crate::geometry::Collider;
use crate::math::{Isometry, Point, Real, Vector};
use crate::prelude::{ColliderHandle, MultibodyJointHandle};
use na::Scale;
/// The object currently being rendered by the debug-renderer.
#[derive(Copy, Clone)]
pub enum DebugRenderObject<'a> {
/// A rigid-body is being rendered.
RigidBody(RigidBodyHandle, &'a RigidBody),
/// A collider is being rendered.
Collider(ColliderHandle, &'a Collider),
/// An impulse-joint is being rendered.
ImpulseJoint(ImpulseJointHandle, &'a ImpulseJoint),
/// A multibody joint is being rendered.
MultibodyJoint(MultibodyJointHandle, &'a Multibody, &'a MultibodyLink),
/// Another element is being rendered.
Other,
}
/// Trait implemented by graphics backends responsible for rendering the physics scene.
///
/// The only thing that is required from the graphics backend is to be able to render
/// a colored line. Note that the color is only a suggestion and is computed from the
/// `DebugRenderStyle`. The backend is free to apply its own style, for example based on
/// the `object` being rendered.
pub trait DebugRenderBackend {
/// Draws a colored line.
///
/// Note that this method can be called multiple time for the same `object`.
fn draw_line(
&mut self,
object: DebugRenderObject,
a: Point<Real>,
b: Point<Real>,
color: [f32; 4],
);
/// Draws a set of line.
fn draw_polyline(
&mut self,
object: DebugRenderObject,
vertices: &[Point<Real>],
indices: &[[u32; 2]],
transform: &Isometry<Real>,
scale: &Vector<Real>,
color: [f32; 4],
) {
for idx in indices {
let a = transform * (Scale::from(*scale) * vertices[idx[0] as usize]);
let b = transform * (Scale::from(*scale) * vertices[idx[1] as usize]);
self.draw_line(object, a, b, color);
}
}
/// Draws a chain of line.
fn draw_line_strip(
&mut self,
object: DebugRenderObject,
vertices: &[Point<Real>],
transform: &Isometry<Real>,
scale: &Vector<Real>,
color: [f32; 4],
closed: bool,
) {
for vtx in vertices.windows(2) {
let a = transform * (Scale::from(*scale) * vtx[0]);
let b = transform * (Scale::from(*scale) * vtx[1]);
self.draw_line(object, a, b, color);
}
if closed {
if vertices.len() > 2 {
let a = transform * (Scale::from(*scale) * vertices[0]);
let b = transform * (Scale::from(*scale) * vertices.last().unwrap());
self.draw_line(object, a, b, color);
}
}
}
}