コード例 #1
0
void duDebugDrawRegionConnections(duDebugDraw* dd, const rcContourSet& cset, const float alpha)
{
	if (!dd) return;
	
	const float* orig = cset.bmin;
	const float cs = cset.cs;
	const float ch = cset.ch;
	
	// Draw centers
	float pos[3], pos2[3];

	unsigned int color = duRGBA(0,0,0,196);

	dd->begin(DU_DRAW_LINES, 2.0f);

	for (int i = 0; i < cset.nconts; ++i)
	{
		const rcContour* cont = &cset.conts[i];
		getContourCenter(cont, orig, cs, ch, pos);
		for (int j = 0; j < cont->nverts; ++j)
		{
			const int* v = &cont->verts[j*4];
			if(v[3] < 65500)
			{
				const unsigned short a = v[3];

				if (a == 0 || a < cont->reg) continue;
				const rcContour* cont2 = findContourFromSet(cset, a);
				if (cont2)
				{
					getContourCenter(cont2, orig, cs, ch, pos2);
					duAppendArc(dd, pos[0],pos[1],pos[2], pos2[0],pos2[1],pos2[2], 0.25f, 0.6f, 0.6f, color);
				}
			}
		}
	}
	
	dd->end();

	unsigned char a = (unsigned char)(alpha * 255.0f);

	dd->begin(DU_DRAW_POINTS, 7.0f);

	for (int i = 0; i < cset.nconts; ++i)
	{
		const rcContour* cont = &cset.conts[i];
		unsigned int col = duDarkenCol(duIntToCol(cont->reg,a));
		getContourCenter(cont, orig, cs, ch, pos);
		dd->vertex(pos, col);
	}
	dd->end();
}
コード例 #2
0
void RecastMapRenderer::DrawObstacles(duDebugDraw* dd, const dtTileCache* tc)
{
	for (int i = 0; i < tc->getObstacleCount(); ++i)
	{
		const dtTileCacheObstacle* ob = tc->getObstacle(i);
		if (ob->state == DT_OBSTACLE_EMPTY) continue;
		float bmin[3], bmax[3];
		tc->getObstacleBounds(ob, bmin,bmax);

		unsigned int col = 0;
		if (ob->state == DT_OBSTACLE_PROCESSING)
			col = duRGBA(255,255,0,128);
		else if (ob->state == DT_OBSTACLE_PROCESSED)
			col = duRGBA(255,192,0,192);
		else if (ob->state == DT_OBSTACLE_REMOVING)
			col = duRGBA(220,0,0,128);

		duDebugDrawCylinder(dd, bmin[0],bmin[1],bmin[2], bmax[0],bmax[1],bmax[2], col);
		duDebugDrawCylinderWire(dd, bmin[0],bmin[1],bmin[2], bmax[0],bmax[1],bmax[2], duDarkenCol(col), 2);
	}
}
コード例 #3
0
ファイル: CrowdTool.cpp プロジェクト: 0jpq0/server
void CrowdTool::handleRender()
{
	DebugDrawGL dd;
	const float s = m_sample->getAgentRadius();
	
	dtNavMesh* nmesh = m_sample->getNavMesh();
	if (!nmesh)
		return;

	dtNavMeshQuery* navquery = m_sample->getNavMeshQuery();
	
	if (m_showNodes)
	{
		if (navquery)
			duDebugDrawNavMeshNodes(&dd, *navquery);
	}
	
	dd.depthMask(false);
	
	// Draw paths
	if (m_showPath)
	{
		for (int i = 0; i < m_crowd.getAgentCount(); ++i)
		{
			const Agent* ag = m_crowd.getAgent(i);
			if (!ag->active) continue;
			
			const dtPolyRef* path = ag->corridor.getPath();
			const int npath = ag->corridor.getPathCount();			
			for (int i = 0; i < npath; ++i)
				duDebugDrawNavMeshPoly(&dd, *nmesh, path[i], duRGBA(0,0,0,32));
		}
	}
		
	if (m_targetRef)
		duDebugDrawCross(&dd, m_targetPos[0],m_targetPos[1]+0.1f,m_targetPos[2], s, duRGBA(255,255,255,192), 2.0f);
	
	// Occupancy grid.
	if (m_showGrid)
	{
		float gridy = -FLT_MAX;
		for (int i = 0; i < m_crowd.getAgentCount(); ++i)
		{
			const Agent* ag = m_crowd.getAgent(i);
			if (!ag->active) continue;
			const float* pos = ag->corridor.getPos();
			gridy = dtMax(gridy, pos[1]);
		}
		gridy += 1.0f;
		
		dd.begin(DU_DRAW_QUADS);
		const ProximityGrid* grid = m_crowd.getGrid();
		const int* bounds = grid->getBounds();
		const float cs = grid->getCellSize();
		for (int y = bounds[1]; y <= bounds[3]; ++y)
		{
			for (int x = bounds[0]; x <= bounds[2]; ++x)
			{
				const int count = grid->getItemCountAt(x,y); 
				if (!count) continue;
				unsigned int col = duRGBA(128,0,0,dtMin(count*40,255));
				dd.vertex(x*cs, gridy, y*cs, col);
				dd.vertex(x*cs, gridy, y*cs+cs, col);
				dd.vertex(x*cs+cs, gridy, y*cs+cs, col);
				dd.vertex(x*cs+cs, gridy, y*cs, col);
			}
		}
		dd.end();
	}
	
	// Trail
	for (int i = 0; i < m_crowd.getAgentCount(); ++i)
	{
		const Agent* ag = m_crowd.getAgent(i);
		if (!ag->active) continue;

		const float* pos = ag->npos;

		dd.begin(DU_DRAW_LINES,3.0f);
		float prev[3], preva = 1;
		dtVcopy(prev, pos);
		for (int j = 0; j < AGENT_MAX_TRAIL-1; ++j)
		{
			const int idx = (ag->htrail + AGENT_MAX_TRAIL-j) % AGENT_MAX_TRAIL;
			const float* v = &ag->trail[idx*3];
			float a = 1 - j/(float)AGENT_MAX_TRAIL;
			dd.vertex(prev[0],prev[1]+0.1f,prev[2], duRGBA(0,0,0,(int)(128*preva)));
			dd.vertex(v[0],v[1]+0.1f,v[2], duRGBA(0,0,0,(int)(128*a)));
			preva = a;
			dtVcopy(prev, v);
		}
		dd.end();

	}

	// Corners & co
	for (int i = 0; i < m_crowd.getAgentCount(); ++i)
	{
		const Agent* ag = m_crowd.getAgent(i);
		if (!ag->active) continue;
		
		const float radius = ag->radius;
		const float* pos = ag->npos;
		
		if (m_showCorners)
		{
			if (ag->ncorners)
			{
				dd.begin(DU_DRAW_LINES, 2.0f);
				for (int j = 0; j < ag->ncorners; ++j)
				{
					const float* va = j == 0 ? pos : &ag->cornerVerts[(j-1)*3];
					const float* vb = &ag->cornerVerts[j*3];
					dd.vertex(va[0],va[1]+radius,va[2], duRGBA(128,0,0,192));
					dd.vertex(vb[0],vb[1]+radius,vb[2], duRGBA(128,0,0,192));
				}
				dd.end();
				
				if (m_anticipateTurns)
				{
					/*					float dvel[3], pos[3];
					 calcSmoothSteerDirection(ag->pos, ag->cornerVerts, ag->ncorners, dvel);
					 pos[0] = ag->pos[0] + dvel[0];
					 pos[1] = ag->pos[1] + dvel[1];
					 pos[2] = ag->pos[2] + dvel[2];
					 
					 const float off = ag->radius+0.1f;
					 const float* tgt = &ag->cornerVerts[0];
					 const float y = ag->pos[1]+off;
					 
					 dd.begin(DU_DRAW_LINES, 2.0f);
					 
					 dd.vertex(ag->pos[0],y,ag->pos[2], duRGBA(255,0,0,192));
					 dd.vertex(pos[0],y,pos[2], duRGBA(255,0,0,192));
					 
					 dd.vertex(pos[0],y,pos[2], duRGBA(255,0,0,192));
					 dd.vertex(tgt[0],y,tgt[2], duRGBA(255,0,0,192));
					 
					 dd.end();*/
				}
			}
		}
		
		if (m_showCollisionSegments)
		{
			const float* center = ag->boundary.getCenter();
			duDebugDrawCross(&dd, center[0],center[1]+radius,center[2], 0.2f, duRGBA(192,0,128,255), 2.0f);
			duDebugDrawCircle(&dd, center[0],center[1]+radius,center[2], ag->collisionQueryRange,
							  duRGBA(192,0,128,128), 2.0f);
			
			dd.begin(DU_DRAW_LINES, 3.0f);
			for (int j = 0; j < ag->boundary.getSegmentCount(); ++j)
			{
				const float* s = ag->boundary.getSegment(j);
				unsigned int col = duRGBA(192,0,128,192);
				if (dtTriArea2D(pos, s, s+3) < 0.0f)
					col = duDarkenCol(col);
				
				duAppendArrow(&dd, s[0],s[1]+0.2f,s[2], s[3],s[4]+0.2f,s[5], 0.0f, 0.3f, col);
			}
			dd.end();
		}
		
		if (m_showOpt)
		{
			dd.begin(DU_DRAW_LINES, 2.0f);
			dd.vertex(ag->opts[0],ag->opts[1]+0.3f,ag->opts[2], duRGBA(0,128,0,192));
			dd.vertex(ag->opte[0],ag->opte[1]+0.3f,ag->opte[2], duRGBA(0,128,0,192));
			dd.end();
		}
	}
	
	// Agent cylinders.
	for (int i = 0; i < m_crowd.getAgentCount(); ++i)
	{
		const Agent* ag = m_crowd.getAgent(i);
		if (!ag->active) continue;
		
		const float radius = ag->radius;
		const float* pos = ag->npos;
		
		duDebugDrawCircle(&dd, pos[0], pos[1], pos[2], radius, duRGBA(0,0,0,32), 2.0f);
	}

	for (int i = 0; i < m_crowd.getAgentCount(); ++i)
	{
		const Agent* ag = m_crowd.getAgent(i);
		if (!ag->active) continue;
		
		const float height = ag->height;
		const float radius = ag->radius;
		const float* pos = ag->npos;
		
		duDebugDrawCylinder(&dd, pos[0]-radius, pos[1]+radius*0.1f, pos[2]-radius,
							pos[0]+radius, pos[1]+height, pos[2]+radius,
							duRGBA(220,220,220,128));
	}
	
	
	// Velocity stuff.
	for (int i = 0; i < m_crowd.getAgentCount(); ++i)
	{
		const Agent* ag = m_crowd.getAgent(i);
		if (!ag->active) continue;
		
		const float radius = ag->radius;
		const float height = ag->height;
		const float* pos = ag->npos;
		const float* vel = ag->vel;
		const float* dvel = ag->dvel;

		duDebugDrawCircle(&dd, pos[0], pos[1]+height, pos[2], radius, duRGBA(220,220,220,192), 2.0f);

		if (m_showVO)
		{
			// Draw detail about agent sela
			const dtObstacleAvoidanceDebugData* debug = m_crowd.getVODebugData(i);

			const float dx = pos[0];
			const float dy = pos[1]+height;
			const float dz = pos[2];
			
			dd.begin(DU_DRAW_QUADS);
			for (int i = 0; i < debug->getSampleCount(); ++i)
			{
				const float* p = debug->getSampleVelocity(i);
				const float sr = debug->getSampleSize(i);
				const float pen = debug->getSamplePenalty(i);
				const float pen2 = debug->getSamplePreferredSidePenalty(i);
				unsigned int col = duLerpCol(duRGBA(255,255,255,220), duRGBA(128,96,0,220), (int)(pen*255));
				col = duLerpCol(col, duRGBA(128,0,0,220), (int)(pen2*128));
				dd.vertex(dx+p[0]-sr, dy, dz+p[2]-sr, col);
				dd.vertex(dx+p[0]-sr, dy, dz+p[2]+sr, col);
				dd.vertex(dx+p[0]+sr, dy, dz+p[2]+sr, col);
				dd.vertex(dx+p[0]+sr, dy, dz+p[2]-sr, col);
			}
			dd.end();
			
		}

		duDebugDrawArrow(&dd, pos[0],pos[1]+height,pos[2],
						 pos[0]+dvel[0],pos[1]+height+dvel[1],pos[2]+dvel[2],
						 0.0f, 0.4f, duRGBA(0,192,255,192), 1.0f);
		
		duDebugDrawArrow(&dd, pos[0],pos[1]+height,pos[2],
							  pos[0]+vel[0],pos[1]+height+vel[1],pos[2]+vel[2],
							  0.0f, 0.4f, duRGBA(0,0,0,192), 2.0f);
	}

	// Targets
	for (int i = 0; i < m_crowd.getAgentCount(); ++i)
	{
		const Agent* ag = m_crowd.getAgent(i);
		if (!ag->active) continue;
		
		const float* pos = ag->npos;
		const float* target = ag->corridor.getTarget();
		
		if (m_showTargets)
		{
			duDebugDrawArc(&dd, pos[0], pos[1], pos[2], target[0], target[1], target[2],
						   0.25f, 0, 0.4f, duRGBA(0,0,0,128), 1.0f);
		}
	}
	
	dd.depthMask(true);
}
コード例 #4
0
void duDebugDrawContours(duDebugDraw* dd, const rcContourSet& cset, const float alpha)
{
	if (!dd) return;

	
	const float* orig = cset.bmin;
	const float cs = cset.cs;
	const float ch = cset.ch;
	
	const unsigned char a = (unsigned char)(alpha*255.0f);
	
	dd->begin(DU_DRAW_LINES, 2.5f);
	
	for (int i = 0; i < cset.nconts; ++i)
	{
		const rcContour& c = cset.conts[i];
		if (!c.nverts)
			continue;

		const unsigned int color = duIntToCol(c.reg, a);
		const unsigned int bcolor = duLerpCol(color,duRGBA(255,255,255,a),128);
		for (int j = 0, k = c.nverts-1; j < c.nverts; k=j++)
		{
			const int* va = &c.verts[k*4];
			const int* vb = &c.verts[j*4];
			unsigned int col = (va[3] & RC_AREA_BORDER) ? bcolor : color; 
			float fx,fy,fz;
			fx = orig[0] + va[0]*cs;
			fy = orig[1] + (va[1]+1+(i&1))*ch;
			fz = orig[2] + va[2]*cs;
			dd->vertex(fx,fy,fz, col);
			fx = orig[0] + vb[0]*cs;
			fy = orig[1] + (vb[1]+1+(i&1))*ch;
			fz = orig[2] + vb[2]*cs;
			dd->vertex(fx,fy,fz, col);
		}
	}
	dd->end();

	dd->begin(DU_DRAW_POINTS, 3.0f);
	
	for (int i = 0; i < cset.nconts; ++i)
	{
		const rcContour& c = cset.conts[i];
		unsigned int color = duDarkenCol(duIntToCol(c.reg, a));
		for (int j = 0; j < c.nverts; ++j)
		{
			const int* v = &c.verts[j*4];
			float off = 0;
			unsigned int colv = color;
			if (v[3] & RC_BORDER_VERTEX)
			{
				colv = duRGBA(255,255,255,a);
				off = ch*2;
			}

			float fx = orig[0] + v[0]*cs;
			float fy = orig[1] + (v[1]+1+(i&1))*ch + off;
			float fz = orig[2] + v[2]*cs;
			dd->vertex(fx,fy,fz, colv);
		}
	}
	dd->end();
}
コード例 #5
0
void duDebugDrawRawContours(duDebugDraw* dd, const rcContourSet& cset, const float alpha)
{
	if (!dd) return;

	const float* orig = cset.bmin;
	const float cs = cset.cs;
	const float ch = cset.ch;
	
	const unsigned char a = (unsigned char)(alpha*255.0f);
	
	dd->begin(DU_DRAW_LINES, 2.0f);
			
	for (int i = 0; i < cset.nconts; ++i)
	{
		const rcContour& c = cset.conts[i];
		unsigned int color = duIntToCol(c.reg, a);

		for (int j = 0; j < c.nrverts; ++j)
		{
			const int* v = &c.rverts[j*4];
			float fx = orig[0] + v[0]*cs;
			float fy = orig[1] + (v[1]+1+(i&1))*ch;
			float fz = orig[2] + v[2]*cs;
			dd->vertex(fx,fy,fz,color);
			if (j > 0)
				dd->vertex(fx,fy,fz,color);
		}
		// Loop last segment.
		const int* v = &c.rverts[0];
		float fx = orig[0] + v[0]*cs;
		float fy = orig[1] + (v[1]+1+(i&1))*ch;
		float fz = orig[2] + v[2]*cs;
		dd->vertex(fx,fy,fz,color);
	}
	dd->end();

	dd->begin(DU_DRAW_POINTS, 2.0f);	

	for (int i = 0; i < cset.nconts; ++i)
	{
		const rcContour& c = cset.conts[i];
		unsigned int color = duDarkenCol(duIntToCol(c.reg, a));
		
		for (int j = 0; j < c.nrverts; ++j)
		{
			const int* v = &c.rverts[j*4];
			float off = 0;
			unsigned int colv = color;
			if (v[3] & RC_BORDER_VERTEX)
			{
				colv = duRGBA(255,255,255,a);
				off = ch*2;
			}
			
			float fx = orig[0] + v[0]*cs;
			float fy = orig[1] + (v[1]+1+(i&1))*ch + off;
			float fz = orig[2] + v[2]*cs;
			dd->vertex(fx,fy,fz, colv);
		}
	}
	dd->end();
}
コード例 #6
0
void NavMeshTesterTool::handleRender()
{
	DebugDrawGL dd;
	
	static const unsigned int startCol = duRGBA(128,25,0,192);
	static const unsigned int endCol = duRGBA(51,102,0,129);
	static const unsigned int pathCol = duRGBA(0,0,0,64);
	
	const float agentRadius = m_sample->getAgentRadius();
	const float agentHeight = m_sample->getAgentHeight();
	const float agentClimb = m_sample->getAgentClimb();
	
	dd.depthMask(false);
	if (m_sposSet)
		drawAgent(m_spos, agentRadius, agentHeight, agentClimb, startCol);
	if (m_eposSet)
		drawAgent(m_epos, agentRadius, agentHeight, agentClimb, endCol);
	dd.depthMask(true);
	
	if (!m_navMesh)
	{
		return;
	}

	if (m_toolMode == TOOLMODE_PATHFIND_FOLLOW)
	{
		duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_startRef, startCol);
		duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_endRef, endCol);
		
		if (m_npolys)
		{
			for (int i = 1; i < m_npolys-1; ++i)
				duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_polys[i], pathCol);
		}
				
		if (m_nsmoothPath)
		{
			dd.depthMask(false);
			const unsigned int pathCol = duRGBA(0,0,0,220);
			dd.begin(DU_DRAW_LINES, 3.0f);
			for (int i = 0; i < m_nsmoothPath; ++i)
				dd.vertex(m_smoothPath[i*3], m_smoothPath[i*3+1]+0.1f, m_smoothPath[i*3+2], pathCol);
			dd.end();
			dd.depthMask(true);
		}
		
		if (m_pathIterNum)
		{
			duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_pathIterPolys[0], duRGBA(255,255,255,128));

			dd.depthMask(false);
			dd.begin(DU_DRAW_LINES, 1.0f);
			
			const unsigned int prevCol = duRGBA(255,192,0,220);
			const unsigned int curCol = duRGBA(255,255,255,220);
			const unsigned int steerCol = duRGBA(0,192,255,220);

			dd.vertex(m_prevIterPos[0],m_prevIterPos[1]-0.3f,m_prevIterPos[2], prevCol);
			dd.vertex(m_prevIterPos[0],m_prevIterPos[1]+0.3f,m_prevIterPos[2], prevCol);

			dd.vertex(m_iterPos[0],m_iterPos[1]-0.3f,m_iterPos[2], curCol);
			dd.vertex(m_iterPos[0],m_iterPos[1]+0.3f,m_iterPos[2], curCol);

			dd.vertex(m_prevIterPos[0],m_prevIterPos[1]+0.3f,m_prevIterPos[2], prevCol);
			dd.vertex(m_iterPos[0],m_iterPos[1]+0.3f,m_iterPos[2], prevCol);

			dd.vertex(m_prevIterPos[0],m_prevIterPos[1]+0.3f,m_prevIterPos[2], steerCol);
			dd.vertex(m_steerPos[0],m_steerPos[1]+0.3f,m_steerPos[2], steerCol);
			
			for (int i = 0; i < m_steerPointCount-1; ++i)
			{
				dd.vertex(m_steerPoints[i*3+0],m_steerPoints[i*3+1]+0.2f,m_steerPoints[i*3+2], duDarkenCol(steerCol));
				dd.vertex(m_steerPoints[(i+1)*3+0],m_steerPoints[(i+1)*3+1]+0.2f,m_steerPoints[(i+1)*3+2], duDarkenCol(steerCol));
			}
			
			dd.end();
			dd.depthMask(true);
		}
	}
	else if (m_toolMode == TOOLMODE_PATHFIND_STRAIGHT || m_toolMode == TOOLMODE_PATHFIND_SLICED)
	{
		duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_startRef, startCol);
		duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_endRef, endCol);
		
		if (m_npolys)
		{
			for (int i = 1; i < m_npolys-1; ++i)
				duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_polys[i], pathCol);
		}
		
		if (m_nstraightPath)
		{
			dd.depthMask(false);
			const unsigned int pathCol = duRGBA(64,16,0,220);
			const unsigned int offMeshCol = duRGBA(128,96,0,220);
			dd.begin(DU_DRAW_LINES, 2.0f);
			for (int i = 0; i < m_nstraightPath-1; ++i)
			{
				unsigned int col = 0;
				if (m_straightPathFlags[i] & DT_STRAIGHTPATH_OFFMESH_CONNECTION)
					col = offMeshCol;
				else
					col = pathCol;
				
				dd.vertex(m_straightPath[i*3], m_straightPath[i*3+1]+0.4f, m_straightPath[i*3+2], col);
				dd.vertex(m_straightPath[(i+1)*3], m_straightPath[(i+1)*3+1]+0.4f, m_straightPath[(i+1)*3+2], col);
			}
			dd.end();
			dd.begin(DU_DRAW_POINTS, 6.0f);
			for (int i = 0; i < m_nstraightPath; ++i)
			{
				unsigned int col = 0;
				if (m_straightPathFlags[i] & DT_STRAIGHTPATH_START)
					col = startCol;
				else if (m_straightPathFlags[i] & DT_STRAIGHTPATH_START)
					col = endCol;
				else if (m_straightPathFlags[i] & DT_STRAIGHTPATH_OFFMESH_CONNECTION)
					col = offMeshCol;
				else
					col = pathCol;
				dd.vertex(m_straightPath[i*3], m_straightPath[i*3+1]+0.4f, m_straightPath[i*3+2], pathCol);
			}
			dd.end();
			dd.depthMask(true);
		}
	}
	else if (m_toolMode == TOOLMODE_RAYCAST)
	{
		duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_startRef, startCol);
		
		if (m_nstraightPath)
		{
			for (int i = 1; i < m_npolys; ++i)
				duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_polys[i], pathCol);
			
			dd.depthMask(false);
			const unsigned int pathCol = m_hitResult ? duRGBA(64,16,0,220) : duRGBA(240,240,240,220);
			dd.begin(DU_DRAW_LINES, 2.0f);
			for (int i = 0; i < m_nstraightPath-1; ++i)
			{
				dd.vertex(m_straightPath[i*3], m_straightPath[i*3+1]+0.4f, m_straightPath[i*3+2], pathCol);
				dd.vertex(m_straightPath[(i+1)*3], m_straightPath[(i+1)*3+1]+0.4f, m_straightPath[(i+1)*3+2], pathCol);
			}
			dd.end();
			dd.begin(DU_DRAW_POINTS, 4.0f);
			for (int i = 0; i < m_nstraightPath; ++i)
				dd.vertex(m_straightPath[i*3], m_straightPath[i*3+1]+0.4f, m_straightPath[i*3+2], pathCol);
			dd.end();

			if (m_hitResult)
			{
				const unsigned int hitCol = duRGBA(0,0,0,128);
				dd.begin(DU_DRAW_LINES, 2.0f);
				dd.vertex(m_hitPos[0], m_hitPos[1] + 0.4f, m_hitPos[2], hitCol);
				dd.vertex(m_hitPos[0] + m_hitNormal[0]*agentRadius,
						  m_hitPos[1] + 0.4f + m_hitNormal[1]*agentRadius,
						  m_hitPos[2] + m_hitNormal[2]*agentRadius, hitCol);
				dd.end();
			}
			dd.depthMask(true);
		}
	}
	else if (m_toolMode == TOOLMODE_DISTANCE_TO_WALL)
	{
		duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_startRef, startCol);
		dd.depthMask(false);
		duDebugDrawCircle(&dd, m_spos[0], m_spos[1]+agentHeight/2, m_spos[2], m_distanceToWall, duRGBA(64,16,0,220), 2.0f);
		dd.begin(DU_DRAW_LINES, 3.0f);
		dd.vertex(m_hitPos[0], m_hitPos[1] + 0.02f, m_hitPos[2], duRGBA(0,0,0,192));
		dd.vertex(m_hitPos[0], m_hitPos[1] + agentHeight, m_hitPos[2], duRGBA(0,0,0,192));
		dd.end();
		dd.depthMask(true);
	}
	else if (m_toolMode == TOOLMODE_FIND_POLYS_IN_CIRCLE)
	{
		for (int i = 0; i < m_npolys; ++i)
		{
			duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_polys[i], pathCol);
			dd.depthMask(false);
			if (m_parent[i])
			{
				float p0[3], p1[3];
				dd.depthMask(false);
				getPolyCenter(m_navMesh, m_parent[i], p0);
				getPolyCenter(m_navMesh, m_polys[i], p1);
				duDebugDrawArc(&dd, p0[0],p0[1],p0[2], p1[0],p1[1],p1[2], 0.25f, 0.0f, 0.4f, duRGBA(0,0,0,128), 2.0f);
				dd.depthMask(true);
			}
			dd.depthMask(true);
		}
		
		if (m_sposSet && m_eposSet)
		{
			dd.depthMask(false);
			const float dx = m_epos[0] - m_spos[0];
			const float dz = m_epos[2] - m_spos[2];
			const float dist = sqrtf(dx*dx + dz*dz);
			duDebugDrawCircle(&dd, m_spos[0], m_spos[1]+agentHeight/2, m_spos[2], dist, duRGBA(64,16,0,220), 2.0f);
			dd.depthMask(true);
		}
	}	
	else if (m_toolMode == TOOLMODE_FIND_POLYS_IN_SHAPE)
	{
		for (int i = 0; i < m_npolys; ++i)
		{
			duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_polys[i], pathCol);
			dd.depthMask(false);
			if (m_parent[i])
			{
				float p0[3], p1[3];
				dd.depthMask(false);
				getPolyCenter(m_navMesh, m_parent[i], p0);
				getPolyCenter(m_navMesh, m_polys[i], p1);
				duDebugDrawArc(&dd, p0[0],p0[1],p0[2], p1[0],p1[1],p1[2], 0.25f, 0.0f, 0.4f, duRGBA(0,0,0,128), 2.0f);
				dd.depthMask(true);
			}
			dd.depthMask(true);
		}
		
		if (m_sposSet && m_eposSet)
		{
			dd.depthMask(false);
			const unsigned int col = duRGBA(64,16,0,220);
			dd.begin(DU_DRAW_LINES, 2.0f);
			for (int i = 0, j = 3; i < 4; j=i++)
			{
				const float* p0 = &m_queryPoly[j*3];
				const float* p1 = &m_queryPoly[i*3];
				dd.vertex(p0, col);
				dd.vertex(p1, col);
			}
			dd.end();
			dd.depthMask(true);
		}
	}
	else if (m_toolMode == TOOLMODE_FIND_LOCAL_NEIGHBOURHOOD)
	{
		for (int i = 0; i < m_npolys; ++i)
		{
			duDebugDrawNavMeshPoly(&dd, *m_navMesh, m_polys[i], pathCol);
			dd.depthMask(false);
			if (m_parent[i])
			{
				float p0[3], p1[3];
				dd.depthMask(false);
				getPolyCenter(m_navMesh, m_parent[i], p0);
				getPolyCenter(m_navMesh, m_polys[i], p1);
				duDebugDrawArc(&dd, p0[0],p0[1],p0[2], p1[0],p1[1],p1[2], 0.25f, 0.0f, 0.4f, duRGBA(0,0,0,128), 2.0f);
				dd.depthMask(true);
			}

			static const int MAX_SEGS = DT_VERTS_PER_POLYGON*2;
			float segs[MAX_SEGS*6];
			int nsegs = 0;
			m_navQuery->getPolyWallSegments(m_polys[i], &m_filter, segs, &nsegs, MAX_SEGS);
			dd.begin(DU_DRAW_LINES, 2.0f);
			for (int j = 0; j < nsegs; ++j)
			{
				const float* s = &segs[j*6];
				
				// Skip too distant segments.
				float tseg;
				float distSqr = dtDistancePtSegSqr2D(m_spos, s, s+3, tseg);
				if (distSqr > dtSqr(m_neighbourhoodRadius))
					continue;
				
				float delta[3], norm[3], p0[3], p1[3];
				dtVsub(delta, s+3,s);
				dtVmad(p0, s, delta, 0.5f);
				norm[0] = delta[2];
				norm[1] = 0;
				norm[2] = -delta[0];
				dtVnormalize(norm);
				dtVmad(p1, p0, norm, agentRadius*0.5f);

				// Skip backfacing segments.
				unsigned int col = duRGBA(255,255,255,192);
				if (dtTriArea2D(m_spos, s, s+3) < 0.0f)
					col = duRGBA(255,255,255,64);
					
				dd.vertex(p0[0],p0[1]+agentClimb,p0[2],duRGBA(0,0,0,128));
				dd.vertex(p1[0],p1[1]+agentClimb,p1[2],duRGBA(0,0,0,128));

				dd.vertex(s[0],s[1]+agentClimb,s[2],col);
				dd.vertex(s[3],s[4]+agentClimb,s[5],col);
			}
			dd.end();
			
			dd.depthMask(true);
		}
		
		if (m_sposSet)
		{
			dd.depthMask(false);
			duDebugDrawCircle(&dd, m_spos[0], m_spos[1]+agentHeight/2, m_spos[2], m_neighbourhoodRadius, duRGBA(64,16,0,220), 2.0f);
			dd.depthMask(true);
		}
	}	
}
コード例 #7
0
ファイル: InputGeom.cpp プロジェクト: ngoaho91/bamboocc
void InputGeom::drawConvexVolumes(struct duDebugDraw* dd, bool /*hilight*/)
{
	dd->depthMask(false);

	dd->begin(DU_DRAW_TRIS);
	
	for (int i = 0; i < m_volumeCount; ++i)
	{
		const ConvexVolume* vol = &m_volumes[i];
		unsigned int col = duIntToCol(vol->area, 32);
		for (int j = 0, k = vol->nverts-1; j < vol->nverts; k = j++)
		{
			const float* va = &vol->verts[k*3];
			const float* vb = &vol->verts[j*3];

			dd->vertex(vol->verts[0],vol->hmax,vol->verts[2], col);
			dd->vertex(vb[0],vol->hmax,vb[2], col);
			dd->vertex(va[0],vol->hmax,va[2], col);
			
			dd->vertex(va[0],vol->hmin,va[2], duDarkenCol(col));
			dd->vertex(va[0],vol->hmax,va[2], col);
			dd->vertex(vb[0],vol->hmax,vb[2], col);

			dd->vertex(va[0],vol->hmin,va[2], duDarkenCol(col));
			dd->vertex(vb[0],vol->hmax,vb[2], col);
			dd->vertex(vb[0],vol->hmin,vb[2], duDarkenCol(col));
		}
	}
	
	dd->end();

	dd->begin(DU_DRAW_LINES, 2.0f);
	for (int i = 0; i < m_volumeCount; ++i)
	{
		const ConvexVolume* vol = &m_volumes[i];
		unsigned int col = duIntToCol(vol->area, 220);
		for (int j = 0, k = vol->nverts-1; j < vol->nverts; k = j++)
		{
			const float* va = &vol->verts[k*3];
			const float* vb = &vol->verts[j*3];
			dd->vertex(va[0],vol->hmin,va[2], duDarkenCol(col));
			dd->vertex(vb[0],vol->hmin,vb[2], duDarkenCol(col));
			dd->vertex(va[0],vol->hmax,va[2], col);
			dd->vertex(vb[0],vol->hmax,vb[2], col);
			dd->vertex(va[0],vol->hmin,va[2], duDarkenCol(col));
			dd->vertex(va[0],vol->hmax,va[2], col);
		}
	}
	dd->end();

	dd->begin(DU_DRAW_POINTS, 3.0f);
	for (int i = 0; i < m_volumeCount; ++i)
	{
		const ConvexVolume* vol = &m_volumes[i];
		unsigned int col = duDarkenCol(duIntToCol(vol->area, 255));
		for (int j = 0; j < vol->nverts; ++j)
		{
			dd->vertex(vol->verts[j*3+0],vol->verts[j*3+1]+0.1f,vol->verts[j*3+2], col);
			dd->vertex(vol->verts[j*3+0],vol->hmin,vol->verts[j*3+2], col);
			dd->vertex(vol->verts[j*3+0],vol->hmax,vol->verts[j*3+2], col);
		}
	}
	dd->end();
	
	
	dd->depthMask(true);
}
コード例 #8
0
ファイル: CCNavMesh.cpp プロジェクト: RyunosukeOno/rayjack
void cocos2d::NavMesh::drawObstacles()
{
    // Draw obstacles
    for (auto iter : _obstacleList)
    {
        if (iter){
            const dtTileCacheObstacle* ob = _tileCache->getObstacleByRef(iter->_obstacleID);
            if (ob->state == DT_OBSTACLE_EMPTY) continue;
            float bmin[3], bmax[3];
            _tileCache->getObstacleBounds(ob, bmin, bmax);

            unsigned int col = 0;
            if (ob->state == DT_OBSTACLE_PROCESSING)
                col = duRGBA(255, 255, 0, 128);
            else if (ob->state == DT_OBSTACLE_PROCESSED)
                col = duRGBA(255, 192, 0, 192);
            else if (ob->state == DT_OBSTACLE_REMOVING)
                col = duRGBA(220, 0, 0, 128);

            duDebugDrawCylinder(&_debugDraw, bmin[0], bmin[1], bmin[2], bmax[0], bmax[1], bmax[2], col);
            duDebugDrawCylinderWire(&_debugDraw, bmin[0], bmin[1], bmin[2], bmax[0], bmax[1], bmax[2], duDarkenCol(col), 2);
        }
    }
}
コード例 #9
0
void CrowdToolState::handleRender()
{
	DebugDrawGL dd;
	const float rad = m_sample->getAgentRadius();
	
	dtNavMesh* nav = m_sample->getNavMesh();
	dtCrowd* crowd = m_sample->getCrowd();
	if (!nav || !crowd)
		return;
	
	if (m_toolParams.m_showNodes && crowd->getPathQueue())
	{
		const dtNavMeshQuery* navquery = crowd->getPathQueue()->getNavQuery();
		if (navquery)
			duDebugDrawNavMeshNodes(&dd, *navquery);
	}

	dd.depthMask(false);
	
	// Draw paths
	if (m_toolParams.m_showPath)
	{
		for (int i = 0; i < crowd->getAgentCount(); i++)
		{
			if (m_toolParams.m_showDetailAll == false && i != m_agentDebug.idx)
				continue;
			const dtCrowdAgent* ag =crowd->getAgent(i);
			if (!ag->active)
				continue;
			const dtPolyRef* path = ag->corridor.getPath();
			const int npath = ag->corridor.getPathCount();			
			for (int j = 0; j < npath; ++j)
				duDebugDrawNavMeshPoly(&dd, *nav, path[j], duRGBA(255,255,255,24));
		}
	}
	
	if (m_targetRef)
		duDebugDrawCross(&dd, m_targetPos[0],m_targetPos[1]+0.1f,m_targetPos[2], rad, duRGBA(255,255,255,192), 2.0f);
	
	// Occupancy grid.
	if (m_toolParams.m_showGrid)
	{
		float gridy = -FLT_MAX;
		for (int i = 0; i < crowd->getAgentCount(); ++i)
		{
			const dtCrowdAgent* ag = crowd->getAgent(i);
			if (!ag->active) continue;
			const float* pos = ag->corridor.getPos();
			gridy = dtMax(gridy, pos[1]);
		}
		gridy += 1.0f;
		
		dd.begin(DU_DRAW_QUADS);
		const dtProximityGrid* grid = crowd->getGrid();
		const int* bounds = grid->getBounds();
		const float cs = grid->getCellSize();
		for (int y = bounds[1]; y <= bounds[3]; ++y)
		{
			for (int x = bounds[0]; x <= bounds[2]; ++x)
			{
				const int count = grid->getItemCountAt(x,y); 
				if (!count) continue;
				unsigned int col = duRGBA(128,0,0,dtMin(count*40,255));
				dd.vertex(x*cs, gridy, y*cs, col);
				dd.vertex(x*cs, gridy, y*cs+cs, col);
				dd.vertex(x*cs+cs, gridy, y*cs+cs, col);
				dd.vertex(x*cs+cs, gridy, y*cs, col);
			}
		}
		dd.end();
	}
	
	// Trail
	for (int i = 0; i < crowd->getAgentCount(); ++i)
	{
		const dtCrowdAgent* ag = crowd->getAgent(i);
		if (!ag->active) continue;
		
		const AgentTrail* trail = &m_trails[i];
		const float* pos = ag->npos;
		
		dd.begin(DU_DRAW_LINES,3.0f);
		float prev[3], preva = 1;
		dtVcopy(prev, pos);
		for (int j = 0; j < AGENT_MAX_TRAIL-1; ++j)
		{
			const int idx = (trail->htrail + AGENT_MAX_TRAIL-j) % AGENT_MAX_TRAIL;
			const float* v = &trail->trail[idx*3];
			float a = 1 - j/(float)AGENT_MAX_TRAIL;
			dd.vertex(prev[0],prev[1]+0.1f,prev[2], duRGBA(0,0,0,(int)(128*preva)));
			dd.vertex(v[0],v[1]+0.1f,v[2], duRGBA(0,0,0,(int)(128*a)));
			preva = a;
			dtVcopy(prev, v);
		}
		dd.end();
		
	}
	
	// Corners & co
	for (int i = 0; i < crowd->getAgentCount(); i++)
	{
		if (m_toolParams.m_showDetailAll == false && i != m_agentDebug.idx)
			continue;
		const dtCrowdAgent* ag =crowd->getAgent(i);
		if (!ag->active)
			continue;
			
		const float radius = ag->params.radius;
		const float* pos = ag->npos;
		
		if (m_toolParams.m_showCorners)
		{
			if (ag->ncorners)
			{
				dd.begin(DU_DRAW_LINES, 2.0f);
				for (int j = 0; j < ag->ncorners; ++j)
				{
					const float* va = j == 0 ? pos : &ag->cornerVerts[(j-1)*3];
					const float* vb = &ag->cornerVerts[j*3];
					dd.vertex(va[0],va[1]+radius,va[2], duRGBA(128,0,0,192));
					dd.vertex(vb[0],vb[1]+radius,vb[2], duRGBA(128,0,0,192));
				}
				if (ag->ncorners && ag->cornerFlags[ag->ncorners-1] & DT_STRAIGHTPATH_OFFMESH_CONNECTION)
				{
					const float* v = &ag->cornerVerts[(ag->ncorners-1)*3];
					dd.vertex(v[0],v[1],v[2], duRGBA(192,0,0,192));
					dd.vertex(v[0],v[1]+radius*2,v[2], duRGBA(192,0,0,192));
				}
				
				dd.end();
				
				
				if (m_toolParams.m_anticipateTurns)
				{
					/*					float dvel[3], pos[3];
					 calcSmoothSteerDirection(ag->pos, ag->cornerVerts, ag->ncorners, dvel);
					 pos[0] = ag->pos[0] + dvel[0];
					 pos[1] = ag->pos[1] + dvel[1];
					 pos[2] = ag->pos[2] + dvel[2];
					 
					 const float off = ag->radius+0.1f;
					 const float* tgt = &ag->cornerVerts[0];
					 const float y = ag->pos[1]+off;
					 
					 dd.begin(DU_DRAW_LINES, 2.0f);
					 
					 dd.vertex(ag->pos[0],y,ag->pos[2], duRGBA(255,0,0,192));
					 dd.vertex(pos[0],y,pos[2], duRGBA(255,0,0,192));
					 
					 dd.vertex(pos[0],y,pos[2], duRGBA(255,0,0,192));
					 dd.vertex(tgt[0],y,tgt[2], duRGBA(255,0,0,192));
					 
					 dd.end();*/
				}
			}
		}
		
		if (m_toolParams.m_showCollisionSegments)
		{
			const float* center = ag->boundary.getCenter();
			duDebugDrawCross(&dd, center[0],center[1]+radius,center[2], 0.2f, duRGBA(192,0,128,255), 2.0f);
			duDebugDrawCircle(&dd, center[0],center[1]+radius,center[2], ag->params.collisionQueryRange,
							  duRGBA(192,0,128,128), 2.0f);
			
			dd.begin(DU_DRAW_LINES, 3.0f);
			for (int j = 0; j < ag->boundary.getSegmentCount(); ++j)
			{
				const float* s = ag->boundary.getSegment(j);
				unsigned int col = duRGBA(192,0,128,192);
				if (dtTriArea2D(pos, s, s+3) < 0.0f)
					col = duDarkenCol(col);
				
				duAppendArrow(&dd, s[0],s[1]+0.2f,s[2], s[3],s[4]+0.2f,s[5], 0.0f, 0.3f, col);
			}
			dd.end();
		}
		
		if (m_toolParams.m_showNeis)
		{
			duDebugDrawCircle(&dd, pos[0],pos[1]+radius,pos[2], ag->params.collisionQueryRange,
							  duRGBA(0,192,128,128), 2.0f);
			
			dd.begin(DU_DRAW_LINES, 2.0f);
			for (int j = 0; j < ag->nneis; ++j)
			{
				// Get 'n'th active agent.
				// TODO: fix this properly.
				const dtCrowdAgent* nei = crowd->getAgent(ag->neis[j].idx);
				if (nei)
				{
					dd.vertex(pos[0],pos[1]+radius,pos[2], duRGBA(0,192,128,128));
					dd.vertex(nei->npos[0],nei->npos[1]+radius,nei->npos[2], duRGBA(0,192,128,128));
				}
			}
			dd.end();
		}
		
		if (m_toolParams.m_showOpt)
		{
			dd.begin(DU_DRAW_LINES, 2.0f);
			dd.vertex(m_agentDebug.optStart[0],m_agentDebug.optStart[1]+0.3f,m_agentDebug.optStart[2], duRGBA(0,128,0,192));
			dd.vertex(m_agentDebug.optEnd[0],m_agentDebug.optEnd[1]+0.3f,m_agentDebug.optEnd[2], duRGBA(0,128,0,192));
			dd.end();
		}
	}
	
	// Agent cylinders.
	for (int i = 0; i < crowd->getAgentCount(); ++i)
	{
		const dtCrowdAgent* ag = crowd->getAgent(i);
		if (!ag->active) continue;
		
		const float radius = ag->params.radius;
		const float* pos = ag->npos;
		
		unsigned int col = duRGBA(0,0,0,32);
		if (m_agentDebug.idx == i)
			col = duRGBA(255,0,0,128);
			
		duDebugDrawCircle(&dd, pos[0], pos[1], pos[2], radius, col, 2.0f);
	}
	
	for (int i = 0; i < crowd->getAgentCount(); ++i)
	{
		const dtCrowdAgent* ag = crowd->getAgent(i);
		if (!ag->active) continue;
		
		const float height = ag->params.height;
		const float radius = ag->params.radius;
		const float* pos = ag->npos;
		
		unsigned int col = duRGBA(220,220,220,128);
		if (ag->targetState == DT_CROWDAGENT_TARGET_REQUESTING || ag->targetState == DT_CROWDAGENT_TARGET_WAITING_FOR_QUEUE)
			col = duLerpCol(col, duRGBA(128,0,255,128), 32);
		else if (ag->targetState == DT_CROWDAGENT_TARGET_WAITING_FOR_PATH)
			col = duLerpCol(col, duRGBA(128,0,255,128), 128);
		else if (ag->targetState == DT_CROWDAGENT_TARGET_FAILED)
			col = duRGBA(255,32,16,128);
		else if (ag->targetState == DT_CROWDAGENT_TARGET_VELOCITY)
			col = duLerpCol(col, duRGBA(64,255,0,128), 128);
		
		duDebugDrawCylinder(&dd, pos[0]-radius, pos[1]+radius*0.1f, pos[2]-radius,
							pos[0]+radius, pos[1]+height, pos[2]+radius, col);
	}
	
	
	if (m_toolParams.m_showVO)
	{
		for (int i = 0; i < crowd->getAgentCount(); i++)
		{
			if (m_toolParams.m_showDetailAll == false && i != m_agentDebug.idx)
				continue;
			const dtCrowdAgent* ag =crowd->getAgent(i);
			if (!ag->active)
				continue;
		
			// Draw detail about agent sela
			const dtObstacleAvoidanceDebugData* vod = m_agentDebug.vod;
			
			const float dx = ag->npos[0];
			const float dy = ag->npos[1]+ag->params.height;
			const float dz = ag->npos[2];
			
			duDebugDrawCircle(&dd, dx,dy,dz, ag->params.maxSpeed, duRGBA(255,255,255,64), 2.0f);
			
			dd.begin(DU_DRAW_QUADS);
			for (int j = 0; j < vod->getSampleCount(); ++j)
			{
				const float* p = vod->getSampleVelocity(j);
				const float sr = vod->getSampleSize(j);
				const float pen = vod->getSamplePenalty(j);
				const float pen2 = vod->getSamplePreferredSidePenalty(j);
				unsigned int col = duLerpCol(duRGBA(255,255,255,220), duRGBA(128,96,0,220), (int)(pen*255));
				col = duLerpCol(col, duRGBA(128,0,0,220), (int)(pen2*128));
				dd.vertex(dx+p[0]-sr, dy, dz+p[2]-sr, col);
				dd.vertex(dx+p[0]-sr, dy, dz+p[2]+sr, col);
				dd.vertex(dx+p[0]+sr, dy, dz+p[2]+sr, col);
				dd.vertex(dx+p[0]+sr, dy, dz+p[2]-sr, col);
			}
			dd.end();
		}
	}
	
	// Velocity stuff.
	for (int i = 0; i < crowd->getAgentCount(); ++i)
	{
		const dtCrowdAgent* ag = crowd->getAgent(i);
		if (!ag->active) continue;
		
		const float radius = ag->params.radius;
		const float height = ag->params.height;
		const float* pos = ag->npos;
		const float* vel = ag->vel;
		const float* dvel = ag->dvel;
		
		unsigned int col = duRGBA(220,220,220,192);
		if (ag->targetState == DT_CROWDAGENT_TARGET_REQUESTING || ag->targetState == DT_CROWDAGENT_TARGET_WAITING_FOR_QUEUE)
			col = duLerpCol(col, duRGBA(128,0,255,192), 32);
		else if (ag->targetState == DT_CROWDAGENT_TARGET_WAITING_FOR_PATH)
			col = duLerpCol(col, duRGBA(128,0,255,192), 128);
		else if (ag->targetState == DT_CROWDAGENT_TARGET_FAILED)
			col = duRGBA(255,32,16,192);
		else if (ag->targetState == DT_CROWDAGENT_TARGET_VELOCITY)
			col = duLerpCol(col, duRGBA(64,255,0,192), 128);
		
		duDebugDrawCircle(&dd, pos[0], pos[1]+height, pos[2], radius, col, 2.0f);
		
		duDebugDrawArrow(&dd, pos[0],pos[1]+height,pos[2],
						 pos[0]+dvel[0],pos[1]+height+dvel[1],pos[2]+dvel[2],
						 0.0f, 0.4f, duRGBA(0,192,255,192), (m_agentDebug.idx == i) ? 2.0f : 1.0f);
		
		duDebugDrawArrow(&dd, pos[0],pos[1]+height,pos[2],
						 pos[0]+vel[0],pos[1]+height+vel[1],pos[2]+vel[2],
						 0.0f, 0.4f, duRGBA(0,0,0,160), 2.0f);
	}
	
	dd.depthMask(true);
}