// // Copyright (c) 2009 Mikko Mononen memon@inside.org // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. // #include "DetourDebugDraw.h" #include "DetourStatNavMesh.h" #include "SDL.h" #include "SDL_Opengl.h" void dtDebugDrawStatNavMeshPoly(const dtStatNavMesh* mesh, dtStatPolyRef ref, const float* col) { int idx = mesh->getPolyIndexByRef(ref); if (idx == -1) return; glColor4f(col[0],col[1],col[2],0.25f); if (mesh->getPolyDetailCount()) { const dtStatPoly* p = mesh->getPoly(idx); const dtStatPolyDetail* pd = mesh->getPolyDetail(idx); glBegin(GL_TRIANGLES); for (int j = 0; j < pd->ntris; ++j) { const unsigned char* t = mesh->getDetailTri(pd->tbase+j); for (int k = 0; k < 3; ++k) { if (t[k] < p->nv) glVertex3fv(mesh->getVertex(p->v[t[k]])); else glVertex3fv(mesh->getDetailVertex(pd->vbase+(t[k]-p->nv))); } } glEnd(); } else { const dtStatPoly* p = mesh->getPoly(idx); glBegin(GL_TRIANGLES); unsigned short vi[3]; for (int j = 2; j < (int)p->nv; ++j) { vi[0] = p->v[0]; vi[1] = p->v[j-1]; vi[2] = p->v[j]; for (int k = 0; k < 3; ++k) { const float* v = mesh->getVertex(vi[k]); glVertex3f(v[0], v[1]+0.2f, v[2]); } } glEnd(); } } static void drawBoxWire(float minx, float miny, float minz, float maxx, float maxy, float maxz, const float* col) { glColor4fv(col); // Top glVertex3f(minx, miny, minz); glVertex3f(maxx, miny, minz); glVertex3f(maxx, miny, minz); glVertex3f(maxx, miny, maxz); glVertex3f(maxx, miny, maxz); glVertex3f(minx, miny, maxz); glVertex3f(minx, miny, maxz); glVertex3f(minx, miny, minz); // bottom glVertex3f(minx, maxy, minz); glVertex3f(maxx, maxy, minz); glVertex3f(maxx, maxy, minz); glVertex3f(maxx, maxy, maxz); glVertex3f(maxx, maxy, maxz); glVertex3f(minx, maxy, maxz); glVertex3f(minx, maxy, maxz); glVertex3f(minx, maxy, minz); // Sides glVertex3f(minx, miny, minz); glVertex3f(minx, maxy, minz); glVertex3f(maxx, miny, minz); glVertex3f(maxx, maxy, minz); glVertex3f(maxx, miny, maxz); glVertex3f(maxx, maxy, maxz); glVertex3f(minx, miny, maxz); glVertex3f(minx, maxy, maxz); } void dtDebugDrawStatNavMeshBVTree(const dtStatNavMesh* mesh) { const float col[] = { 1,1,1,0.5f }; const dtStatNavMeshHeader* hdr = mesh->getHeader(); const dtStatBVNode* nodes = mesh->getBvTreeNodes(); int nnodes = mesh->getBvTreeNodeCount(); glBegin(GL_LINES); for (int i = 0; i < nnodes; ++i) { const dtStatBVNode* n = &nodes[i]; if (n->i < 0) // Leaf indices are positive. continue; drawBoxWire(hdr->bmin[0] + n->bmin[0]*hdr->cs, hdr->bmin[1] + n->bmin[1]*hdr->cs, hdr->bmin[2] + n->bmin[2]*hdr->cs, hdr->bmin[0] + n->bmax[0]*hdr->cs, hdr->bmin[1] + n->bmax[1]*hdr->cs, hdr->bmin[2] + n->bmax[2]*hdr->cs, col); } glEnd(); } static float distancePtLine2d(const float* pt, const float* p, const float* q) { float pqx = q[0] - p[0]; float pqz = q[2] - p[2]; float dx = pt[0] - p[0]; float dz = pt[2] - p[2]; float d = pqx*pqx + pqz*pqz; float t = pqx*dx + pqz*dz; if (d != 0) t /= d; dx = p[0] + t*pqx - pt[0]; dz = p[2] + t*pqz - pt[2]; return dx*dx + dz*dz; } static void drawStatMeshPolyBoundaries(const dtStatNavMesh* mesh, bool inner) { static const float thr = 0.01f*0.01f; glBegin(GL_LINES); for (int i = 0; i < mesh->getPolyCount(); ++i) { const dtStatPoly* p = mesh->getPoly(i); const dtStatPolyDetail* pd = mesh->getPolyDetail(i); for (int j = 0, nj = (int)p->nv; j < nj; ++j) { if (inner) { // Skip non-connected edges. if (p->n[j] == 0) continue; } else { // Skip connected edges. if (p->n[j] != 0) continue; } const float* v0 = mesh->getVertex(p->v[j]); const float* v1 = mesh->getVertex(p->v[(j+1) % nj]); // Draw detail mesh edges which align with the actual poly edge. // This is really slow. for (int k = 0; k < pd->ntris; ++k) { const unsigned char* t = mesh->getDetailTri(pd->tbase+k); const float* tv[3]; for (int m = 0; m < 3; ++m) { if (t[m] < p->nv) tv[m] = mesh->getVertex(p->v[t[m]]); else tv[m] = mesh->getDetailVertex(pd->vbase+(t[m]-p->nv)); } for (int m = 0, n = 2; m < 3; n=m++) { if (((t[3] >> (n*2)) & 0x3) == 0) continue; // Skip inner edges. if (distancePtLine2d(tv[n],v0,v1) < thr && distancePtLine2d(tv[m],v0,v1) < thr) { glVertex3fv(tv[n]); glVertex3fv(tv[m]); } } } } } glEnd(); } void dtDebugDrawStatNavMesh(const dtStatNavMesh* mesh, bool drawClosedList) { glBegin(GL_TRIANGLES); for (int i = 0; i < mesh->getPolyDetailCount(); ++i) { const dtStatPoly* p = mesh->getPoly(i); const dtStatPolyDetail* pd = mesh->getPolyDetail(i); if (drawClosedList && mesh->isInClosedList(i+1)) glColor4ub(255,196,0,64); else glColor4ub(0,196,255,64); for (int j = 0; j < pd->ntris; ++j) { const unsigned char* t = mesh->getDetailTri(pd->tbase+j); for (int k = 0; k < 3; ++k) { if (t[k] < p->nv) glVertex3fv(mesh->getVertex(p->v[t[k]])); else glVertex3fv(mesh->getDetailVertex(pd->vbase+(t[k]-p->nv))); } } } glEnd(); // Draw inter poly boundaries glColor4ub(0,48,64,32); glLineWidth(1.5f); drawStatMeshPolyBoundaries(mesh, true); // Draw outer poly boundaries glLineWidth(2.5f); glColor4ub(0,48,64,220); drawStatMeshPolyBoundaries(mesh, false); glLineWidth(1.0f); glPointSize(3.0f); glColor4ub(0,0,0,196); glBegin(GL_POINTS); for (int i = 0; i < mesh->getVertexCount(); ++i) { const float* v = mesh->getVertex(i); glVertex3f(v[0], v[1], v[2]); } glEnd(); glPointSize(1.0f); } static void drawTilePolyBoundaries(const dtTileHeader* header, bool inner) { static const float thr = 0.01f*0.01f; glBegin(GL_LINES); for (int i = 0; i < header->npolys; ++i) { const dtTilePoly* p = &header->polys[i]; const dtTilePolyDetail* pd = &header->dmeshes[i]; for (int j = 0, nj = (int)p->nv; j < nj; ++j) { if (inner) { if (p->n[j] == 0) continue; if (p->n[j] & 0x8000) { bool con = false; for (int k = 0; k < p->nlinks; ++k) { if (header->links[p->links+k].e == j) { con = true; break; } } if (con) glColor4ub(255,255,255,128); else glColor4ub(0,0,0,128); } else glColor4ub(0,48,64,32); } else { if (p->n[j] != 0) continue; } const float* v0 = &header->verts[p->v[j]*3]; const float* v1 = &header->verts[p->v[(j+1)%nj]*3]; // Draw detail mesh edges which align with the actual poly edge. // This is really slow. for (int k = 0; k < pd->ntris; ++k) { const unsigned char* t = &header->dtris[(pd->tbase+k)*4]; const float* tv[3]; for (int m = 0; m < 3; ++m) { if (t[m] < p->nv) tv[m] = &header->verts[p->v[t[m]]*3]; else tv[m] = &header->dverts[(pd->vbase+(t[m]-p->nv))*3]; } for (int m = 0, n = 2; m < 3; n=m++) { if (((t[3] >> (n*2)) & 0x3) == 0) continue; // Skip inner detail edges. if (distancePtLine2d(tv[n],v0,v1) < thr && distancePtLine2d(tv[m],v0,v1) < thr) { glVertex3fv(tv[n]); glVertex3fv(tv[m]); } } } } } glEnd(); } static void drawTile(const dtTileHeader* header) { glBegin(GL_TRIANGLES); for (int i = 0; i < header->npolys; ++i) { const dtTilePoly* p = &header->polys[i]; const dtTilePolyDetail* pd = &header->dmeshes[i]; glColor4ub(0,196,255,64); for (int j = 0; j < pd->ntris; ++j) { const unsigned char* t = &header->dtris[(pd->tbase+j)*4]; for (int k = 0; k < 3; ++k) { if (t[k] < p->nv) glVertex3fv(&header->verts[p->v[t[k]]*3]); else glVertex3fv(&header->dverts[(pd->vbase+t[k]-p->nv)*3]); } } } glEnd(); // Draw inter poly boundaries glColor4ub(0,48,64,32); glLineWidth(1.5f); drawTilePolyBoundaries(header, true); // Draw outer poly boundaries glLineWidth(2.5f); glColor4ub(0,48,64,220); drawTilePolyBoundaries(header, false); glLineWidth(1.0f); glPointSize(3.0f); glColor4ub(0,0,0,196); glBegin(GL_POINTS); for (int i = 0; i < header->nverts; ++i) { const float* v = &header->verts[i*3]; glVertex3f(v[0], v[1], v[2]); } glEnd(); glPointSize(1.0f); // Draw portals /* glBegin(GL_LINES); for (int i = 0; i < header->nportals[0]; ++i) { const dtTilePortal* p = &header->portals[0][i]; if (p->ncon) glColor4ub(255,255,255,192); else glColor4ub(255,0,0,64); glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmin[0]); glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmin[0]); glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmin[0]); glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmax[0]); glVertex3f(header->bmax[0]-0.1f, p->bmax[1], p->bmax[0]); glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmax[0]); glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmax[0]); glVertex3f(header->bmax[0]-0.1f, p->bmin[1], p->bmin[0]); } for (int i = 0; i < header->nportals[1]; ++i) { const dtTilePortal* p = &header->portals[1][i]; if (p->ncon) glColor4ub(255,255,255,192); else glColor4ub(255,0,0,64); glVertex3f(p->bmin[0], p->bmin[1], header->bmax[2]-0.1f); glVertex3f(p->bmin[0], p->bmax[1], header->bmax[2]-0.1f); glVertex3f(p->bmin[0], p->bmax[1], header->bmax[2]-0.1f); glVertex3f(p->bmax[0], p->bmax[1], header->bmax[2]-0.1f); glVertex3f(p->bmax[0], p->bmax[1], header->bmax[2]-0.1f); glVertex3f(p->bmax[0], p->bmin[1], header->bmax[2]-0.1f); glVertex3f(p->bmax[0], p->bmin[1], header->bmax[2]-0.1f); glVertex3f(p->bmin[0], p->bmin[1], header->bmax[2]-0.1f); } for (int i = 0; i < header->nportals[2]; ++i) { const dtTilePortal* p = &header->portals[2][i]; if (p->ncon) glColor4ub(255,255,255,192); else glColor4ub(255,0,0,64); glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmin[0]); glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmin[0]); glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmin[0]); glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmax[0]); glVertex3f(header->bmin[0]+0.1f, p->bmax[1], p->bmax[0]); glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmax[0]); glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmax[0]); glVertex3f(header->bmin[0]+0.1f, p->bmin[1], p->bmin[0]); } for (int i = 0; i < header->nportals[3]; ++i) { const dtTilePortal* p = &header->portals[3][i]; if (p->ncon) glColor4ub(255,255,255,192); else glColor4ub(255,0,0,64); glVertex3f(p->bmin[0], p->bmin[1], header->bmin[2]+0.1f); glVertex3f(p->bmin[0], p->bmax[1], header->bmin[2]+0.1f); glVertex3f(p->bmin[0], p->bmax[1], header->bmin[2]+0.1f); glVertex3f(p->bmax[0], p->bmax[1], header->bmin[2]+0.1f); glVertex3f(p->bmax[0], p->bmax[1], header->bmin[2]+0.1f); glVertex3f(p->bmax[0], p->bmin[1], header->bmin[2]+0.1f); glVertex3f(p->bmax[0], p->bmin[1], header->bmin[2]+0.1f); glVertex3f(p->bmin[0], p->bmin[1], header->bmin[2]+0.1f); } glEnd();*/ } void dtDebugDrawTiledNavMesh(const dtTiledNavMesh* mesh) { if (!mesh) return; for (int i = 0; i < DT_MAX_TILES; ++i) { const dtTile* tile = mesh->getTile(i); if (!tile->header) continue; drawTile(tile->header); } } void dtDebugDrawTiledNavMeshPoly(const dtTiledNavMesh* mesh, dtTilePolyRef ref, const float* col) { unsigned int salt, it, ip; dtDecodeTileId(ref, salt, it, ip); if (it >= DT_MAX_TILES) return; const dtTile* tile = mesh->getTile(it); if (tile->salt != salt || tile->header == 0) return; const dtTileHeader* header = tile->header; if (ip >= (unsigned int)header->npolys) return; glColor4f(col[0],col[1],col[2],0.25f); const dtTilePoly* p = &header->polys[ip]; const dtTilePolyDetail* pd = &header->dmeshes[ip]; glBegin(GL_TRIANGLES); for (int i = 0; i < pd->ntris; ++i) { const unsigned char* t = &header->dtris[(pd->tbase+i)*4]; for (int j = 0; j < 3; ++j) { if (t[j] < p->nv) glVertex3fv(&header->verts[p->v[t[j]]*3]); else glVertex3fv(&header->dverts[(pd->vbase+t[j]-p->nv)*3]); } } glEnd(); }