新增调试绘制体系:DebugDraw 服务 + 物理调试 pass + 脚本侧力学线

通用图元(线/箭头四翼头/球/胶囊/盒)瞬时+持久双缓冲聚合;
物理 pass 画刚体速度/重力/接触反力;角色 collider 与力学
线归位(引擎只画资产、脚本画行为);线宽按设备上限钳制
This commit is contained in:
2026-10-08 17:02:27 +08:00
parent ff955b9e63
commit 36b1fc0566
10 changed files with 903 additions and 44 deletions
+52
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@@ -0,0 +1,52 @@
//
// ScriptDebug.h:脚本侧力学调试封装(Unity Gizmos/Debug.DrawRay 的
// 游戏内同位物)。把调试惯例固化成默认值,脚本不用记参数序:
// - width = 像素(≥1),默认 3px
// - duration 恒 0(OnUpdate 每帧重画,事件类需求再裸调 Debug::)
// - depthTest 恒 false(跟角色跑的线被模型遮挡就失去意义)
// - headSize = 世界单位(箭头翼头空间尺寸),默认 0.08
//
#pragma once
#include <Engine/Debug/DebugDraw.h>
#include <glm/glm.hpp>
namespace ScriptDbg {
// 基础箭头:colorHex 语义色见下(重力红/支撑黄/意图蓝/真实绿)
inline void Arrow(const glm::vec3& from, const glm::vec3& to,
Engine::u32 colorHex, float width = 3.0f) {
Engine::Debug::Arrow(from, to, Engine::Debug::Rgb(colorHex),
/*headSize*/ 0.08f, /*width*/ width,
/*duration*/ 0.0f, /*depthTest*/ false);
}
// 重力:anchor=脚底,len=视觉长度。建议 ∝ gravityScale,且与支撑
// 力同长——静置时红(下)黄(上)等长 = 力平衡,一眼可读
inline void Gravity(const glm::vec3& anchor, float len) {
Arrow(anchor, anchor - glm::vec3(0.0f, len, 0.0f), 0xDC3C3C);
}
// 接触反力(法向支撑):只在有接触时存在——空中传 len=0 内部直接
// 不画(力学语义:离地即失支撑)
inline void Support(const glm::vec3& anchor, float len) {
if (len > 1e-3f) {
Arrow(anchor, anchor + glm::vec3(0.0f, len, 0.0f), 0xD9C33C);
}
}
// 加速度(深橙):脚本侧差分出的测量加速度(F=ma 的 a)。scale =
// m/s² → 世界长度换算;mag 低于 minMag 视为静置/匀速("没有线"=
// 没有加速度,本身就是信息),len 钳到 maxLen 防冲击尖峰爆屏
inline void Accel(const glm::vec3& anchor, const glm::vec3& accel,
float scale = 0.05f, float maxLen = 2.0f) {
const float mag = glm::length(accel);
if (mag > 0.1f) {
const float len = glm::min(mag * scale, maxLen);
Arrow(anchor, anchor + (accel / mag) * len, 0xE0640A);
}
}
} // namespace ScriptDbg
+174 -15
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@@ -1,10 +1,13 @@
// //
// WASDMove.cpp:WASD 控制实体移动(相机水平朝向参考,UE gameplay 语义)。 // WASDMove.cpp:WASD 控制实体移动(相机水平朝向参考,UE gameplay 语义)。
// //
// 移动语义分派: // 移动语义分派(按实体配置自动选择,优先级从上到下):
// - CharacterControllerComponent → 角色控制器路径(扫掠运动学:
// 水平喂意图速度 / 重力自动积分 / Space 跳跃,Unity
// CharacterController.Move 同构)
// - Dynamic 刚体 → 走物理速度门面(每帧喂水平速度,Y 归物理—— // - Dynamic 刚体 → 走物理速度门面(每帧喂水平速度,Y 归物理——
// 重力/跳跃不受影响;松键喂零速 = 立即停,Unity velocity 语义) // 重力/跳跃不受影响;松键喂零速 = 立即停,Unity velocity 语义)
// - 无刚体 → 直接平移 Transform // - 都没有 → 直接平移 Transform
// //
// 编辑器形态键位天然不冲突:RMB 按住 = 相机吃 WASD 飞行(脚本也读 // 编辑器形态键位天然不冲突:RMB 按住 = 相机吃 WASD 飞行(脚本也读
// 到按键 → 同时在动,测移动时松开 RMB 即可);游戏形态 WASD 常开。 // 到按键 → 同时在动,测移动时松开 RMB 即可);游戏形态 WASD 常开。
@@ -12,14 +15,18 @@
#include <Engine/Scripting/Script.h> #include <Engine/Scripting/Script.h>
#include <Engine/Core/Application.h> #include <Engine/Core/Application.h>
#include <Engine/Physics/PhysicsWorld.h>
#include <Engine/Core/Input.h> #include <Engine/Core/Input.h>
#include <Engine/Debug/DebugDraw.h>
#include "ScriptDebug.h"
#include <Engine/Renderer/Renderer.h> #include <Engine/Renderer/Renderer.h>
#include <Engine/Renderer/EditorCamera.h> #include <Engine/Renderer/EditorCamera.h>
#include <Engine/Physics/PhysicsWorld.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
#include <cmath>
using namespace Engine; // Input 门面(统一输入入口) using namespace Engine; // Input 门面(统一输入入口)
namespace { namespace {
@@ -28,10 +35,27 @@ namespace {
public: public:
const char* Name() const override { return "WASDMove"; } const char* Name() const override { return "WASDMove"; }
void DeclareParams(Engine::Scripting::ParamBuilder& pb) override {
pb.Field("Speed", &m_Speed, 3.0f); // 走路 m/s
pb.Field("RunSpeed", &m_RunSpeed, 6.0f); // 跑步 m/s
pb.Field("TurnResponse", &m_TurnResponse, 12.0f); // 转向阻尼
pb.Field("AccelResponse", &m_AccelResponse, 8.0f); // 加速/转向响应
pb.Field("StopResponse", &m_StopResponse, 14.0f); // 松手制动响应
pb.Field("JumpSpeed", &m_JumpSpeed, 6.0f); // 起跳初速 m/s
// clip 按名引用(Unity anim.Play("Walk") 语义)——名字在
// Inspector 里改,attach 顺序变了脚本零改动
pb.Field("IdleClip", &m_IdleClip, std::string("idle"));
pb.Field("WalkClip", &m_WalkClip, std::string("walk"));
pb.Field("RunClip", &m_RunClip, std::string("run"));
}
void OnUpdate(float dt) override { void OnUpdate(float dt) override {
// 位移方向 = 视线水平投影(W 前进 / A 左 / D 右),UE Scene // 位移方向 = 视线水平投影(W 前进 / A 左 / D 右),UE Scene
// view 移动惯例;Y 锁 0(升降/跳跃归物理或将来扩展)。 // view 移动惯例;Y 锁 0(升降/跳跃归物理或将来扩展)。
// 键鼠查询统一走 Input 门面(脚本层零 GLFW 依赖) // 输入直读按键(Unity Input.GetKey(KeyCode.W) 同形);UI 捕获
// 键盘时门面静默。要手柄/运行时改键再换动作层
//(Input::ActionValue2("Move")——Unity6 新 Input System /
// UE5 Enhanced Input 对应物),本示例保持最简
const glm::quat cq = App().GetRenderer() const glm::quat cq = App().GetRenderer()
.GetEditorCamera() .GetEditorCamera()
.GetTransform() .GetTransform()
@@ -39,32 +63,167 @@ namespace {
const glm::vec3 fwd = cq * glm::vec3(0.0f, 0.0f, -1.0f); const glm::vec3 fwd = cq * glm::vec3(0.0f, 0.0f, -1.0f);
const glm::vec3 right = cq * glm::vec3(1.0f, 0.0f, 0.0f); const glm::vec3 right = cq * glm::vec3(1.0f, 0.0f, 0.0f);
glm::vec3 move(0.0f); // 约定:X+ = 右(D),Y- = 前(W);方向合成 = fwd*(-Y) + right*(+X)
if (Input::IsKeyDown(Input::Key::W)) move += fwd; glm::vec2 mv(0.0f);
if (Input::IsKeyDown(Input::Key::S)) move -= fwd; if (Input::IsKeyDown(Input::Key::W)) mv.y -= 1.0f;
if (Input::IsKeyDown(Input::Key::D)) move += right; if (Input::IsKeyDown(Input::Key::S)) mv.y += 1.0f;
if (Input::IsKeyDown(Input::Key::A)) move -= right; if (Input::IsKeyDown(Input::Key::A)) mv.x -= 1.0f;
if (Input::IsKeyDown(Input::Key::D)) mv.x += 1.0f;
if (glm::length(mv) > 1.0f) mv = glm::normalize(mv);
glm::vec3 move = fwd * (-mv.y) + right * mv.x;
move.y = 0.0f; move.y = 0.0f;
if (glm::length(move) > 1e-4f) { if (glm::length(move) > 1e-4f) {
move = glm::normalize(move); move = glm::normalize(move);
} }
const glm::vec3 vel = move * m_Speed; // 走/跑
const bool moving = glm::length(mv) > 0.1f;
const bool running =
moving && Input::IsKeyDown(Input::Key::LeftShift);
const float speed = running ? m_RunSpeed : m_Speed;
const glm::vec3 desired = move * speed; // 期望速度(输入意图)
if (auto* rb = TryGetComponent<Engine::ECS::RigidBodyComponent>(); auto& phy = App().GetPhysics();
const bool hasCC =
TryGetComponent<Engine::ECS::CharacterControllerComponent>() !=
nullptr;
const bool grounded =
hasCC ? phy.IsCharacterGrounded(EntityBits()) : true;
// ---- 动量整形(惯性的本体,纯脚本):真实速度逐帧逼近期
// 望速度——起步渐快、转向沿弧线漂移、折返经零减速再反向、
// 松手滑行刹车。加速/转向用 AccelResponse,松手用更硬的
// StopResponse(角色要"想停就停");空中操纵性降到 1/4
//(起跳后不宜急转弯)。指数逼近,帧率无关
float response = moving ? m_AccelResponse : m_StopResponse;
if (!grounded) {
response *= 0.25f;
}
m_PlanarVel +=
(desired - m_PlanarVel) * (1.0f - std::exp(-response * dt));
if (glm::length(desired - m_PlanarVel) < 0.02f) {
m_PlanarVel = desired; // 贴齐,防低速蠕动
}
// ---- 路径 1:角色控制器(挂了 CharacterControllerComponent)----
// 水平喂动量整形后的真实速度;Y 保留现值——重力由控制器每
// 步自动积分,每帧覆写 Y 会把下落速度清零(空中变悬浮)
if (hasCC) {
const glm::vec3 cur = phy.GetCharacterVelocity(EntityBits());
phy.SetCharacterVelocity(
EntityBits(), {m_PlanarVel.x, cur.y, m_PlanarVel.z});
// 跳跃:着地 + 上升沿触发。IsKeyDown 是电平量(按住
// 每帧都真),不设边沿会变成贴地火箭;IsGrounded 防
// 空中连跳
const bool jumpDown = Input::IsKeyDown(Input::Key::Space);
if (jumpDown && !m_JumpWasDown &&
phy.IsCharacterGrounded(EntityBits())) {
phy.Jump(EntityBits(), m_JumpSpeed);
}
m_JumpWasDown = jumpDown;
} else if (auto* rb =
TryGetComponent<Engine::ECS::RigidBodyComponent>();
rb != nullptr && rb->bodyValid && rb != nullptr && rb->bodyValid &&
rb->type == Engine::ECS::RigidBodyComponent::BodyType::Dynamic) { rb->type == Engine::ECS::RigidBodyComponent::BodyType::Dynamic) {
// 物理驱动:只覆写水平速度,Y 保留物理积分离散结果 // 物理驱动:只覆写水平速度,Y 保留物理积分离散结果
//(整体喂 0 会抵消重力 → 空中物体悬浮) //(整体喂 0 会抵消重力 → 空中物体悬浮)
auto& phy = App().GetPhysics();
const glm::vec3 cur = phy.GetLinearVelocity(EntityBits()); const glm::vec3 cur = phy.GetLinearVelocity(EntityBits());
phy.SetLinearVelocity(EntityBits(), {vel.x, cur.y, vel.z}); phy.SetLinearVelocity(
EntityBits(), {m_PlanarVel.x, cur.y, m_PlanarVel.z});
} else { } else {
Transform().SetPosition(Transform().GetPosition() + vel * dt); Transform().SetPosition(Transform().GetPosition() +
m_PlanarVel * dt);
} }
// ---- 朝向:面向"真实速度"方向(不是输入方向,模型默认 +Z)----
// 这是消"平移感"的关键:动量整形后速度滞后于输入,若面朝
// 输入方向,身体朝前脚却在侧滑——正是割裂感的来源。面朝
// 真实速度 = 脚底朝向与位移一致,转向呈现弧线漂移。速度
// 低于阈值(起步瞬间/折返过零)锁定上帧朝向:折返表现成
// U 弯回转而不是原地瞬转。只取水平面(角色不俯仰翻滚)
if (glm::length(m_PlanarVel) > 0.3f) {
const float targetYaw =
std::atan2(m_PlanarVel.x, m_PlanarVel.z);
const glm::vec3 modelFwd =
Transform().GetRotationQuat() * glm::vec3(0.0f, 0.0f, 1.0f);
const float curYaw = std::atan2(modelFwd.x, modelFwd.z);
const float dyaw = std::atan2(std::sin(targetYaw - curYaw),
std::cos(targetYaw - curYaw));
const float k = 1.0f - std::exp(-m_TurnResponse * dt);
Transform().SetRotationQuat(
glm::angleAxis(curYaw + dyaw * k, glm::vec3(0, 1, 0)));
}
// ---- 动画:idle/walk/run 三态切换(Direct 模式 crossfade)----
// 目标 clip 是"电平量":Shift 中途按下/松开都要能换,所以
// 每帧重算目标,只在目标与上帧不同才 Play(边沿)。每帧无
// 条件 Play 会不停重置播放头,动画永远播不完
const std::string& target = !moving ? m_IdleClip : (running ? m_RunClip : m_WalkClip);
if (target != m_CurClip) {
if (auto* anim = TryGetComponent<Engine::ECS::AnimationComponent>();
anim != nullptr && anim->Play(target, 0.35f)) {
// fade 0.35s:locomotion 混合的经验值(Unity 默认
// 0.25 太短,0.5+ 显拖沓);相位同步在引擎侧做
m_CurClip = target; // 播放成功才记账(模型未就绪下帧重试)
}
}
const glm::vec3 anchor =
(hasCC ? phy.GetCharacterPosition(EntityBits())
: Transform().GetPosition()) +
glm::vec3(0.0f, 0.05f, 0.0f);
// ---- 运动线(ScriptDbg 封装:像素线宽 3px / 当帧瞬时 /
// 透视直显已固化为默认值,不用记参数序):蓝 = 输入期
// 望速度,绿 = 动量整形后的真实速度——同一起点,夹角
// 即惯性滞量(转向弧线/U 弯/刹车可视化)
ScriptDbg::Arrow(anchor, anchor + desired * 0.2f, 0x2B5FD0);
ScriptDbg::Arrow(anchor, anchor + m_PlanarVel * 0.2f, 0x1E9E42);
// ---- 力学线:重力(红,下)+ 接触反力(黄,上,仅着地)。
// 长度 ∝ gravityScale:静置时红黄等长 = 力平衡;起跳
// 离地黄箭头消失 = 离地即失支撑;gravityScale 调大两
// 箭同步变长(重量感可视化)
float gs = 1.0f;
if (auto* cc = TryGetComponent<
Engine::ECS::CharacterControllerComponent>()) {
gs = cc->gravityScale;
}
const float gLen = 0.5f * gs;
ScriptDbg::Gravity(anchor, gLen);
ScriptDbg::Support(anchor, grounded ? gLen : 0.0f);
const glm::vec3 vel = hasCC
? phy.GetCharacterVelocity(EntityBits())
: m_PlanarVel;
if (dt > 1e-5f) {
m_AccelS = glm::mix(m_AccelS, (vel - m_PrevVel) / dt, 0.35f);
}
m_PrevVel = vel;
ScriptDbg::Accel(anchor, m_AccelS);
}
void DebugShow() {
} }
private: private:
float m_Speed = 5.0f; // m/s float m_Speed = 3.0f; // 走路 m/s(声明默认;存档值覆盖)
float m_RunSpeed = 6.0f; // 跑步 m/s(Shift 按住)
float m_TurnResponse = 12.0f; // 转向阻尼强度(越大越跟手)
float m_AccelResponse = 8.0f; // 加速/转向响应(动量整形,越小越"重")
float m_StopResponse = 14.0f; // 松手制动响应(越大刹车越硬)
glm::vec3 m_PlanarVel{0.0f}; // 平滑后的水平真实速度(动量状态)
float m_JumpSpeed = 6.0f; // 起跳初速(配合组件 gravityScale 调手感)
std::string m_IdleClip = "idle"; // clip 名(Inspector 可改)
std::string m_WalkClip = "walk";
std::string m_RunClip = "run";
std::string m_CurClip = "idle"; // 当前目标 clip(边沿检测基准)
bool m_JumpWasDown = false; // 上帧跳跃键(上升沿检测)
glm::vec3 m_PrevVel{0.0f}; // 上帧测量速度(加速度差分基准)
glm::vec3 m_AccelS{0.0f}; // 平滑测量加速度(EMA 0.35,调试图)
}; };
ENGINE_REGISTER_SCRIPT(WASDMove) ENGINE_REGISTER_SCRIPT(WASDMove)
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//
// DebugDraw:引擎级通用调试图元服务(Unity Debug.DrawLine / UE
// DrawDebugHelpers 的对应物)。
//
// 分层定位:全局静态 API,任何层(脚本/物理/动画/AI)调用即收集;
// Renderer 每帧取走缓冲,PhysicsDebugPass 统一上传叠加渲染。引擎侧
// 只写这一次,之后一切新可视化 = 调用方加几行,不再碰引擎代码。
//
// 语义对齐 Unity/UE:
// duration <= 0 → 只画当前帧(调用方每帧重调,Unity DrawLine 同)
// duration > 0 → 存活 duration 秒(内部持久列表,期间无需重调;
// 固定步长系统用 2×步长 即可跨渲染帧无缝续接)
// depthTest=false → 透视遮挡直显(UE DrawDebugLine bPersistent 位)
// width → 线宽(需 wideLines 特性,设备不支持时钳回 1.0)
//
// 线程模型:主线程单写单读(脚本 OnUpdate 收集 → Renderer 上传 →
// EndFrame 翻页)。
// 预算:kMaxVerts 截断 + 一次告警(调试图元打满是滥用信号)。
//
#ifndef HELLOVULKAN_DEBUGDRAW_H
#define HELLOVULKAN_DEBUGDRAW_H
#include <Engine/Core/Types.h>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <vector>
namespace Engine::Debug {
// 顶点(28B):与 PhysicsDebugVertex 同布局——渲染 pass 复用同一
// 顶点输入态(pos vec3 + color vec4)
struct Vertex {
glm::vec3 pos;
glm::vec4 color;
};
// 渲染批次:同 (拓扑, 线宽, 深度测试) 的连续顶点段。调用方按
// 参数自动分组,draw 侧每批一次状态切换(动态状态零管线对象)
struct Batch {
bool tris; // true = triangleList / false = lineList
f32 width;
bool depthTest;
u32 first; // 顶点偏移(顶点数,非字节)
u32 count;
};
// 单帧收集结果(Renderer 每帧消费,勿手动修改)
struct DebugFrame {
std::vector<Vertex> verts;
std::vector<Batch> batches;
void Clear() { verts.clear(); batches.clear(); }
bool Empty() const { return batches.empty(); }
};
// 顶点预算(每渲染帧):调试线框足够用,溢出截断 + 告警一次
inline constexpr u32 kMaxVerts = 1 << 16;
// ---- 全局开关 ----
void SetEnabled(bool on);
bool IsEnabled();
void Clear(); // 清空瞬时 + 持久图元(PIE 停止/场景切换时调用)
// ---- 线类(全部世界空间)----
void Line(const glm::vec3& a, const glm::vec3& b,
const glm::vec4& color,
f32 width = 1.0f, f32 duration = 0.0f,
bool depthTest = true);
// Ray:from 出发沿单位方向 dirNorm 画 length 长(Unity DrawRay 同形)
void Ray(const glm::vec3& from, const glm::vec3& dirNorm, f32 length,
const glm::vec4& color,
f32 width = 1.0f, f32 duration = 0.0f, bool depthTest = true);
// 箭头:主干 + 两翼头(正交基自动构建,零向量方向安全退化成点)
void Arrow(const glm::vec3& from, const glm::vec3& to,
const glm::vec4& color, f32 headSize = 0.12f,
f32 width = 1.0f, f32 duration = 0.0f,
bool depthTest = true);
// 十字标记(Unity Debug.DrawCross 同位)
void Cross(const glm::vec3& pos, f32 size, const glm::vec4& color,
f32 width = 1.0f, f32 duration = 0.0f,
bool depthTest = true);
// ---- 形状线框 ----
// 三大圆经线圈(UE DrawDebugSphere 同形)
void WireSphere(const glm::vec3& center, f32 radius,
const glm::vec4& color, int segments = 16,
f32 width = 1.0f, f32 duration = 0.0f,
bool depthTest = true);
// 朝向 normal 的平面圆
void WireCircle(const glm::vec3& center, f32 radius,
const glm::vec3& normal, const glm::vec4& color,
int segments = 24,
f32 width = 1.0f, f32 duration = 0.0f,
bool depthTest = true);
// 轴对齐 / 旋转盒(rot 单位四元数 = AABB;UE DrawDebugBox 同形)
void WireBox(const glm::vec3& center, const glm::vec3& halfExtents,
const glm::vec4& color,
const glm::quat& rot = glm::quat(1.0f, 0.0f, 0.0f, 0.0f),
f32 width = 1.0f, f32 duration = 0.0f,
bool depthTest = true);
// 胶囊线框:轴向 local +Y(Jolt 惯例),halfHeight = 圆柱段半长
//(总高 = 2×(halfHeight+radius),与引擎 CharacterController 参数一致)
void WireCapsule(const glm::vec3& center, f32 radius, f32 halfHeight,
const glm::vec4& color,
const glm::quat& rot = glm::quat(1.0f, 0.0f, 0.0f, 0.0f),
f32 width = 1.0f, f32 duration = 0.0f,
bool depthTest = true);
// ---- 便捷色:0xRRGGBB → 线性 HDR vec4(可 >1 过 tonemap 依旧醒目)----
constexpr glm::vec4 Rgb(u32 hex, f32 alpha = 1.0f)
{
constexpr f32 kInv = 1.0f / 255.0f;
return {(static_cast<f32>((hex >> 16) & 0xFF)) * kInv,
(static_cast<f32>((hex >> 8) & 0xFF)) * kInv,
(static_cast<f32>(hex & 0xFF)) * kInv,
alpha};
}
// ---- Renderer 消费端(业务代码勿调用)----
// 取当前帧缓冲(禁用/空 = Empty)。Renderer 上传窗口调用
const DebugFrame& Frame();
// 翻页:清瞬时缓冲 + 清过期持久项。Renderer 上传完成后调用
void EndFrame();
} // namespace Engine::Debug
#endif //HELLOVULKAN_DEBUGDRAW_H
@@ -99,6 +99,9 @@ namespace Engine {
void Jump(u32 entityBits, f32 speed); // 垂直速度置 speed void Jump(u32 entityBits, f32 speed); // 垂直速度置 speed
bool IsCharacterGrounded(u32 entityBits) const; bool IsCharacterGrounded(u32 entityBits) const;
glm::vec3 GetCharacterVelocity(u32 entityBits) const; glm::vec3 GetCharacterVelocity(u32 entityBits) const;
// 角色脚底位置(物理权威世界坐标):调试图元/特效锚点用它,
// 而不是 Transform().GetPosition()——后者在有父级时是本地坐标
glm::vec3 GetCharacterPosition(u32 entityBits) const;
private: private:
// 创建时缓存的参数(变更检测 → 重建 body) // 创建时缓存的参数(变更检测 → 重建 body)
@@ -1,25 +1,28 @@
// //
// PhysicsDebugPass:物理调试图元叠加(collider 线框/约束/重力/速度/ // PhysicsDebugPass:调试图元叠加 pass(双源)。
// 加速度箭头)。 // 物理源 = PhysicsWorld 收集的 PhysicsDebugFrame(collider 线框/
// 约束,Application 注入帧缓冲指针)
// 通用源 = Engine::Debug 调试服务(脚本/任意层的 Line/Arrow/Wire*,
// Unity Debug.DrawLine 同位;批次自带线宽/深度测试/拓扑)
// //
// 画在 HDRColor(Forward 之后、TAA 之前):调试图元进入场景主链路—— // 画在 HDRColor(Forward 之后、TAA 之前):调试图元进入场景主链路——
// TAA 时域累积抗锯齿、Bloom/Tonemap 正常消费,kDebugTransparent 诊断 // TAA 时域累积抗锯齿、Bloom/Tonemap 正常消费,kDebugTransparent 诊断
// 模式下也可见。深度只测不写(被不透明几何正确遮挡),无混合直写 // 模式下也可见。深度只测不写(被不透明几何正确遮挡),无混合直写
// (fullscreen pass 状态泄漏教训)。 // (fullscreen pass 状态泄漏教训)。
// //
// 数据源 = PhysicsWorld 每帧收集的 PhysicsDebugFrame(Application 把 // 空帧零绘制:两源顶点数均 0 时提前短路。
// PhysicsWorld 的帧缓冲指针注入 Renderer)。空帧零绘制;debug 开关
// 全关时 PhysicsWorld 不收集 → 顶点数为 0 → 本 pass 自然零开销。
// //
#ifndef HELLOVULKAN_PHYSICSDEBUGPASS_H #ifndef HELLOVULKAN_PHYSICSDEBUGPASS_H
#define HELLOVULKAN_PHYSICSDEBUGPASS_H #define HELLOVULKAN_PHYSICSDEBUGPASS_H
#include <Engine/Core/Types.h> #include <Engine/Core/Types.h>
#include <Engine/Debug/DebugDraw.h>
#include <Engine/Renderer/Passes/RenderPass.h> #include <Engine/Renderer/Passes/RenderPass.h>
#include <Engine/Renderer/SceneTypes.h> #include <Engine/Renderer/SceneTypes.h>
#include <Engine/Vulkan/UniformBuffer.h> #include <Engine/Vulkan/UniformBuffer.h>
#include <Engine/Vulkan/ShaderManager.h> #include <Engine/Vulkan/ShaderManager.h>
#include <vector>
#include <vulkan/vulkan.hpp> #include <vulkan/vulkan.hpp>
namespace Engine { namespace Engine {
@@ -44,7 +47,8 @@ namespace Engine {
FrameSceneData& frame, FrameSceneData& frame,
RG::TextureHandle hdrColor, RG::TextureHandle hdrColor,
RG::TextureHandle depth, RG::TextureHandle depth,
UniformBuffer& lineVB, UniformBuffer& triVB); UniformBuffer& lineVB, UniformBuffer& triVB,
UniformBuffer& debugVB);
~PhysicsDebugPass(); ~PhysicsDebugPass();
PhysicsDebugPass(const PhysicsDebugPass&) = delete; PhysicsDebugPass(const PhysicsDebugPass&) = delete;
@@ -52,23 +56,36 @@ namespace Engine {
void Register(RG::RenderGraph& rg) override; void Register(RG::RenderGraph& rg) override;
// 每帧 Renderer::Render 里(该槽位 fence 等待后)上传当帧图元 // 每帧 Renderer::Render 里(该槽位 fence 等待后)上传当帧
void PrepareFrame(u32 frameSlot, const PhysicsDebugFrame& src); // 图元。dbg 为 nullptr = 通用调试源禁用/空
void PrepareFrame(u32 frameSlot, const PhysicsDebugFrame& src,
const Debug::DebugFrame* dbg);
private: private:
// 一个可绘制段:独立拓扑/线宽/深度测试(动态状态逐批设置)
struct Span {
bool tris;
f32 width;
bool depthTest;
u32 first; // 顶点偏移(对应 VB 内顶点序号)
u32 count;
};
Device& m_Device; Device& m_Device;
DescriptorManager& m_Descriptors; DescriptorManager& m_Descriptors;
FrameSceneData& m_Frame; FrameSceneData& m_Frame;
RG::TextureHandle m_HDRColor; RG::TextureHandle m_HDRColor;
RG::TextureHandle m_Depth; RG::TextureHandle m_Depth;
UniformBuffer& m_LineVB; // per-slot ring(Renderer 持有生命周期) UniformBuffer& m_LineVB; // per-slot ring(物理源,Renderer 持有)
UniformBuffer& m_TriVB; UniformBuffer& m_TriVB;
UniformBuffer& m_DebugVB; // 通用调试源 ring(Renderer 持有)
vk::PipelineLayout m_Layout; // 无描述符,push = viewProj 64B vk::PipelineLayout m_Layout; // 无描述符,push = viewProj 64B
ShaderManager::ShaderRef m_Vert, m_Frag; // 析构自动销毁 ShaderManager::ShaderRef m_Vert, m_Frag; // 析构自动销毁
std::array<u32, kMaxFramesInFlight> m_LineCounts{}; std::array<u32, kMaxFramesInFlight> m_LineCounts{};
std::array<u32, kMaxFramesInFlight> m_TriCounts{}; std::array<u32, kMaxFramesInFlight> m_TriCounts{};
std::array<std::vector<Span>, kMaxFramesInFlight> m_Spans;
bool m_TruncationWarned = false; bool m_TruncationWarned = false;
}; };
+4
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@@ -48,6 +48,8 @@ public:
// 各向异性过滤:纹理采样器清晰度(掠射角材质锐利度)的硬件开关 // 各向异性过滤:纹理采样器清晰度(掠射角材质锐利度)的硬件开关
bool IsSamplerAnisotropySupported() const { return m_SamplerAnisotropySupported; } bool IsSamplerAnisotropySupported() const { return m_SamplerAnisotropySupported; }
float MaxSamplerAnisotropy() const { return m_MaxSamplerAnisotropy; } float MaxSamplerAnisotropy() const { return m_MaxSamplerAnisotropy; }
bool IsWideLinesSupported() const { return m_WideLinesSupported; }
float MaxLineWidth() const { return m_MaxLineWidth; }
private: private:
void CreateInstance(); void CreateInstance();
@@ -81,6 +83,8 @@ private:
bool m_DrawIndirectCountSupported = false; bool m_DrawIndirectCountSupported = false;
bool m_SamplerAnisotropySupported = false; bool m_SamplerAnisotropySupported = false;
float m_MaxSamplerAnisotropy = 1.0f; float m_MaxSamplerAnisotropy = 1.0f;
bool m_WideLinesSupported = false;
float m_MaxLineWidth = 1.0f; // 设备线宽上限(像素,limits.lineWidthRange[1])
std::vector<const char*> m_ValidationLayers = { "VK_LAYER_KHRONOS_validation" }; std::vector<const char*> m_ValidationLayers = { "VK_LAYER_KHRONOS_validation" };
std::vector<const char*> m_DeviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME }; std::vector<const char*> m_DeviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME };
+359
View File
@@ -0,0 +1,359 @@
//
// DebugDraw.cpp:通用调试图元服务实现。
//
// 结构:瞬时缓冲(duration=0,调用方每帧重画)+ 持久列表(duration>0,
// 按到期时间淘汰)→ Frame() 按 (拓扑,线宽,深度测试) 键聚合为连续顶点段
// → Renderer 上传 → EndFrame() 翻页。聚合器不缓存跨帧顶点,持久项每帧
// 重拷贝(调试工具量级,< 数千顶点,非热路径)。
//
#include <Engine/Debug/DebugDraw.h>
#include <Engine/Core/Log.h>
#include <algorithm>
#include <cmath>
#include <chrono>
namespace Engine::Debug {
namespace {
constexpr f32 kPi = 3.14159265358979f;
// 瞬时批次:Draw 调用直接追加(批次键匹配复用,保留容量)
struct TransientBatch {
f32 width;
bool depthTest;
std::vector<Vertex> verts;
};
// 持久项:快照顶点 + 到期时刻(steady_clock 秒)
struct Persistent {
f32 width;
bool depthTest;
std::vector<Vertex> verts;
f64 expiry;
};
bool g_Enabled = true;
bool g_Warned = false;
std::vector<TransientBatch> g_Transient;
std::vector<Persistent> g_Persistent;
DebugFrame g_Frame;
using Clock = std::chrono::steady_clock;
f64 NowSec()
{
return std::chrono::duration<f64>(Clock::now().time_since_epoch())
.count();
}
TransientBatch& BatchFor(f32 width, bool depthTest)
{
for (auto& b : g_Transient) {
if (b.depthTest == depthTest &&
std::abs(b.width - width) < 1e-3f) {
return b;
}
}
g_Transient.push_back(TransientBatch{width, depthTest, {}});
return g_Transient.back();
}
void LineImpl(const glm::vec3& a, const glm::vec3& b,
const glm::vec4& color, f32 width, f32 duration,
bool depthTest)
{
if (!g_Enabled) return;
if (duration > 0.0f) {
Persistent p;
p.width = width;
p.depthTest = depthTest;
p.expiry = NowSec() + static_cast<f64>(duration);
p.verts.push_back({a, color});
p.verts.push_back({b, color});
g_Persistent.push_back(std::move(p));
} else {
auto& batch = BatchFor(width, depthTest);
batch.verts.push_back({a, color});
batch.verts.push_back({b, color});
}
}
// 圆折线发射器:center + u·cosθ + v·sinθ(u/v 已含半径)
void CircleImpl(const glm::vec3& center, const glm::vec3& u,
const glm::vec3& v, const glm::vec4& color,
int segments, f32 width, f32 duration,
bool depthTest)
{
glm::vec3 prev = center + u;
for (int i = 1; i <= segments; ++i) {
const f32 t =
static_cast<f32>(i) / static_cast<f32>(segments) * 2.0f * kPi;
const glm::vec3 p = center + u * std::cos(t) + v * std::sin(t);
LineImpl(prev, p, color, width, duration, depthTest);
prev = p;
}
}
} // namespace
void SetEnabled(bool on)
{
g_Enabled = on;
if (!on) {
Clear();
}
}
bool IsEnabled() { return g_Enabled; }
void Clear()
{
g_Transient.clear();
g_Persistent.clear();
g_Frame.Clear();
}
void Line(const glm::vec3& a, const glm::vec3& b, const glm::vec4& color,
f32 width, f32 duration, bool depthTest)
{
LineImpl(a, b, color, width, duration, depthTest);
}
void Ray(const glm::vec3& from, const glm::vec3& dirNorm, f32 length,
const glm::vec4& color, f32 width, f32 duration, bool depthTest)
{
LineImpl(from, from + dirNorm * length, color, width, duration,
depthTest);
}
void Arrow(const glm::vec3& from, const glm::vec3& to,
const glm::vec4& color, f32 headSize, f32 width, f32 duration,
bool depthTest)
{
const glm::vec3 d = to - from;
const f32 lenSq = glm::dot(d, d);
if (lenSq < 1e-12f) {
// 零长退化:画十字点标(而不是未定义方向的箭头)
Cross(from, headSize * 0.5f, color, width, duration, depthTest);
return;
}
LineImpl(from, to, color, width, duration, depthTest);
// 箭头四翼:轴周围 90° 均布两对 V(60° 张角)。单 V 在视线与
// 翼面共面时退化成一条线;四翼保证任意视角至少一对正对相机
const glm::vec3 dir = d * (1.0f / std::sqrt(lenSq));
const glm::vec3 up =
std::abs(dir.y) < 0.99f ? glm::vec3(0.0f, 1.0f, 0.0f)
: glm::vec3(1.0f, 0.0f, 0.0f);
const glm::vec3 side = glm::normalize(glm::cross(dir, up));
const glm::vec3 bit = glm::normalize(glm::cross(dir, side));
const glm::vec3 heads[4] = {
glm::normalize(dir + side * 0.6f),
glm::normalize(dir - side * 0.6f),
glm::normalize(dir + bit * 0.6f),
glm::normalize(dir - bit * 0.6f),
};
for (const glm::vec3& h : heads) {
LineImpl(to, to - h * headSize, color, width, duration, depthTest);
}
}
void Cross(const glm::vec3& pos, f32 size, const glm::vec4& color,
f32 width, f32 duration, bool depthTest)
{
const glm::vec3 s(size, size, size);
LineImpl(pos - glm::vec3(size, 0, 0), pos + glm::vec3(size, 0, 0),
color, width, duration, depthTest);
LineImpl(pos - glm::vec3(0, size, 0), pos + glm::vec3(0, size, 0),
color, width, duration, depthTest);
LineImpl(pos - glm::vec3(0, 0, size), pos + glm::vec3(0, 0, size),
color, width, duration, depthTest);
(void)s;
}
void WireSphere(const glm::vec3& center, f32 radius,
const glm::vec4& color, int segments, f32 width,
f32 duration, bool depthTest)
{
// 三大圆:XY / XZ / YZ 平面
CircleImpl(center, {radius, 0, 0}, {0, radius, 0}, color, segments,
width, duration, depthTest);
CircleImpl(center, {radius, 0, 0}, {0, 0, radius}, color, segments,
width, duration, depthTest);
CircleImpl(center, {0, radius, 0}, {0, 0, radius}, color, segments,
width, duration, depthTest);
}
void WireCircle(const glm::vec3& center, f32 radius,
const glm::vec3& normal, const glm::vec4& color,
int segments, f32 width, f32 duration, bool depthTest)
{
const f32 nSq = glm::dot(normal, normal);
if (nSq < 1e-12f) return;
const glm::vec3 n = normal * (1.0f / std::sqrt(nSq));
const glm::vec3 up = std::abs(n.y) < 0.99f
? glm::vec3(0.0f, 1.0f, 0.0f)
: glm::vec3(1.0f, 0.0f, 0.0f);
const glm::vec3 u = glm::normalize(glm::cross(n, up)) * radius;
const glm::vec3 v = glm::normalize(glm::cross(n, u / radius)) * radius;
CircleImpl(center, u, v, color, segments, width, duration, depthTest);
}
void WireBox(const glm::vec3& center, const glm::vec3& halfExtents,
const glm::vec4& color, const glm::quat& rot, f32 width,
f32 duration, bool depthTest)
{
glm::vec3 corner[8];
int ci = 0;
for (int i = 0; i < 8; ++i) {
const glm::vec3 local(
(i & 1) ? halfExtents.x : -halfExtents.x,
(i & 2) ? halfExtents.y : -halfExtents.y,
(i & 4) ? halfExtents.z : -halfExtents.z);
corner[ci++] = center + rot * local;
}
// 12 条边
static constexpr int kEdges[12][2] = {
{0, 1}, {2, 3}, {4, 5}, {6, 7}, // X 向
{0, 2}, {1, 3}, {4, 6}, {5, 7}, // Y 向
{0, 4}, {1, 5}, {2, 6}, {3, 7}, // Z 向
};
for (const auto& e : kEdges) {
LineImpl(corner[e[0]], corner[e[1]], color, width, duration,
depthTest);
}
}
void WireCapsule(const glm::vec3& center, f32 radius, f32 halfHeight,
const glm::vec4& color, const glm::quat& rot, f32 width,
f32 duration, bool depthTest)
{
// 轴向 local +Y:两端圆 + 4 侧线 + 两盖各 2 半圆(X-Y / Z-Y 平面)
auto W = [&](const glm::vec3& local) { return center + rot * local; };
auto CircleY = [&](f32 y) {
glm::vec3 prev;
for (int i = 0; i <= 16; ++i) {
const f32 t = static_cast<f32>(i) / 16.0f * 2.0f * kPi;
const glm::vec3 p = W({radius * std::cos(t), y,
radius * std::sin(t)});
if (i > 0) {
LineImpl(prev, p, color, width, duration, depthTest);
}
prev = p;
}
};
CircleY(halfHeight);
CircleY(-halfHeight);
LineImpl(W({radius, halfHeight, 0}), W({radius, -halfHeight, 0}),
color, width, duration, depthTest);
LineImpl(W({-radius, halfHeight, 0}), W({-radius, -halfHeight, 0}),
color, width, duration, depthTest);
LineImpl(W({0, halfHeight, radius}), W({0, -halfHeight, radius}),
color, width, duration, depthTest);
LineImpl(W({0, halfHeight, -radius}), W({0, -halfHeight, -radius}),
color, width, duration, depthTest);
auto CapArc = [&](f32 cap, f32 xz) {
// xz: 半圆所在竖直平面(1 = X-Y 面,0 = Z-Y 面)
glm::vec3 prev;
for (int i = 0; i <= 8; ++i) {
const f32 a = static_cast<f32>(i) / 8.0f * kPi;
const f32 radial = radius * std::cos(a);
const f32 axial = cap * (halfHeight + radius * std::sin(a));
const glm::vec3 p =
W({radial * xz, axial, radial * (1.0f - xz)});
if (i > 0) {
LineImpl(prev, p, color, width, duration, depthTest);
}
prev = p;
}
};
CapArc(1.0f, 1.0f);
CapArc(-1.0f, 1.0f);
CapArc(1.0f, 0.0f);
CapArc(-1.0f, 0.0f);
}
const DebugFrame& Frame()
{
g_Frame.Clear();
if (!g_Enabled) {
return g_Frame;
}
// ---- 按 (拓扑=线, 线宽, 深度) 聚合:瞬时 + 未过期持久项 ----
// groups = 聚合组暂存(键少量,线性扫)→ 展开为连续顶点段
std::vector<std::pair<Batch, std::vector<Vertex>>> groups;
auto findGroup = [&](f32 w, bool d) -> std::vector<Vertex>& {
for (auto& [b, vs] : groups) {
if (!b.tris && b.depthTest == d &&
std::abs(b.width - w) < 1e-3f) {
return vs;
}
}
groups.push_back({Batch{false, w, d, 0, 0}, {}});
return groups.back().second;
};
for (const auto& t : g_Transient) {
findGroup(t.width, t.depthTest)
.insert(findGroup(t.width, t.depthTest).end(),
t.verts.begin(), t.verts.end());
}
const f64 now = NowSec();
for (const auto& p : g_Persistent) {
if (p.expiry > now) {
findGroup(p.width, p.depthTest)
.insert(findGroup(p.width, p.depthTest).end(),
p.verts.begin(), p.verts.end());
}
}
// ---- 展开 + 预算截断 ----
u64 total = 0;
for (const auto& [b, vs] : groups) {
total += vs.size();
}
const u64 cap = kMaxVerts;
if (total > cap && !g_Warned) {
g_Warned = true;
ENGINE_WARN("DebugDraw: vertex budget exceeded ({} > {}), "
"clamped",
total, cap);
}
for (auto& [b, vs] : groups) {
if (g_Frame.verts.size() >= cap) break;
b.first = static_cast<u32>(g_Frame.verts.size());
const u64 room = cap - g_Frame.verts.size();
const u64 n = std::min<u64>(vs.size(), room);
g_Frame.verts.insert(g_Frame.verts.end(), vs.begin(),
vs.begin() + static_cast<i64>(n));
b.count = static_cast<u32>(n);
if (b.count > 0) {
g_Frame.batches.push_back(b);
}
}
return g_Frame;
}
void EndFrame()
{
g_Frame.Clear();
const f64 now = NowSec();
g_Persistent.erase(std::remove_if(g_Persistent.begin(),
g_Persistent.end(),
[now](const Persistent& p) {
return p.expiry <= now;
}),
g_Persistent.end());
for (auto& t : g_Transient) {
t.verts.clear(); // 保留批次与容量(稳态零重分配)
}
}
} // namespace Engine::Debug
+81 -16
View File
@@ -3,6 +3,7 @@
// //
#include <Engine/Physics/PhysicsWorld.h> #include <Engine/Physics/PhysicsWorld.h>
#include <Engine/Debug/DebugDraw.h>
#include <Engine/Core/Log.h> #include <Engine/Core/Log.h>
#include <Engine/ECS/Components.h> #include <Engine/ECS/Components.h>
@@ -274,12 +275,14 @@ namespace Engine {
void PhysicsWorld::CollectDebugData() { void PhysicsWorld::CollectDebugData() {
m_DebugDraw->BeginCollect(); m_DebugDraw->BeginCollect();
// 1) Jolt 原生:collider 线框 + 速度箭头(软体 mDrawSoftBody* 后续加这里) // 1) Jolt 原生:collider 线框(软体 mDrawSoftBody* 后续加这里)。
if ((m_DebugBits & (kPhyDbgColliders | kPhyDbgVelocity)) != 0) { // 速度箭头不交 Jolt 画——其 BodyManager::DrawBodies 无零速保
// 护,静止刚体的零向量箭头退化成 +X 方向(本次修复的突兀箭
// 头)→ 统一在下方手画并加阈值
if ((m_DebugBits & kPhyDbgColliders) != 0) {
JPH::BodyManager::DrawSettings ds; JPH::BodyManager::DrawSettings ds;
ds.mDrawShape = (m_DebugBits & kPhyDbgColliders) != 0; ds.mDrawShape = true;
ds.mDrawShapeWireframe = true; ds.mDrawShapeWireframe = true;
ds.mDrawVelocity = (m_DebugBits & kPhyDbgVelocity) != 0;
m_System->DrawBodies(ds, m_DebugDraw.get()); m_System->DrawBodies(ds, m_DebugDraw.get());
} }
@@ -289,39 +292,86 @@ namespace Engine {
} }
// 3) 手绘箭头(Jolt 无现成 API):重力 = 常量方向指示(长度固定), // 3) 手绘箭头(Jolt 无现成 API):重力 = 常量方向指示(长度固定),
// 加速度 = 速度差分(方向/长度随值,静止噪声阈值截断) // 加速度 = 速度差分(方向/长度随值,静止噪声阈值截断)。
// 走引擎通用 DebugDraw 服务。收集按渲染帧率跑(Step 末尾
// 无步进帧也重画,每帧全量重建)→ duration 必须 0(当帧瞬
// 时):此前沿用 step 率时代的 2×步长续期,高帧率下每根箭
// 头叠 4-5 个滞后副本,物体一动副本脱锚拖尾——表现为断断
// 续续乱跳
auto &bi = m_System->GetBodyInterface(); auto &bi = m_System->GetBodyInterface();
const JPH::Vec3 gravity = m_System->GetGravity(); const JPH::Vec3 gravity = m_System->GetGravity();
constexpr f32 kGravityLen = 1.0f; // 世界单位 constexpr f32 kGravityLen = 1.0f; // 世界单位
constexpr f32 kAccelScale = 0.05f; constexpr f32 kAccelScale = 0.05f;
constexpr f32 kAccelMaxLen = 2.0f; constexpr f32 kAccelMaxLen = 2.0f;
const JPH::Color kGravityColor(220, 60, 60); // 红:重力 constexpr f32 kVelScale = 0.2f; // 速度箭头比例(单位/速度)
const JPH::Color kAccelColor(255, 170, 40); // 橙:加速度 constexpr f32 kDbgDur = 0.0f; // 渲染帧率收集 → 瞬时图元
constexpr glm::vec4 kGravityColor = Debug::Rgb(0xDC3C3C); // 红:重力
constexpr glm::vec4 kAccelColor = Debug::Rgb(0xE0640A); // 深橙:加速度
constexpr glm::vec4 kVelColor = Debug::Rgb(0x5ADC5A); // 绿:速度
constexpr glm::vec4 kContactColor = Debug::Rgb(0xD9C33C); // 黄:接触反力
auto ToG = [](const JPH::RVec3Arg v) {
return glm::vec3{static_cast<f32>(v.GetX()),
static_cast<f32>(v.GetY()),
static_cast<f32>(v.GetZ())};
};
for (auto &[bits, rec]: m_Bodies) { for (auto &[bits, rec]: m_Bodies) {
if (rec.type != static_cast<u8>(ECS::RigidBodyComponent::BodyType::Dynamic)) { if (rec.type != static_cast<u8>(ECS::RigidBodyComponent::BodyType::Dynamic)) {
continue; continue;
} }
const JPH::RVec3 com = bi.GetCenterOfMassPosition(rec.id); const glm::vec3 com = ToG(bi.GetCenterOfMassPosition(rec.id));
// 速度箭头(绿):零速阈值——Jolt 原生 DrawBodies 无零速保
// 护(静止零向量箭头退化成 +X),此处阈值手画
if ((m_DebugBits & kPhyDbgVelocity) != 0) {
const JPH::Vec3 v = bi.GetLinearVelocity(rec.id);
if (v.LengthSq() > 1e-4f) { // >0.01 m/s 才画
Debug::Arrow(com, com + ToG(JPH::RVec3(v * kVelScale)),
kVelColor,
/*headSize*/ 0.12f, /*width*/ 2.0f,
/*duration*/ kDbgDur, /*depthTest*/ false);
}
}
if ((m_DebugBits & kPhyDbgGravity) != 0) { if ((m_DebugBits & kPhyDbgGravity) != 0) {
const JPH::Vec3 g = gravity * bi.GetGravityFactor(rec.id); const JPH::Vec3 g = gravity * bi.GetGravityFactor(rec.id);
const f32 len = g.Length(); const f32 len = g.Length();
if (len > 1e-4f) { if (len > 1e-4f) {
const JPH::RVec3 tip = com + JPH::RVec3(g * (kGravityLen / len)); Debug::Arrow(
m_DebugDraw->DrawArrow(com, tip, kGravityColor, kGravityLen * 0.12f); com,
com + ToG(JPH::RVec3(g * (kGravityLen / len))),
kGravityColor,
/*headSize*/ 0.12f, /*width*/ 2.0f,
/*duration*/ kDbgDur, /*depthTest*/ false);
} }
} }
if ((m_DebugBits & kPhyDbgAccel) != 0) { if ((m_DebugBits & kPhyDbgAccel) != 0) {
// 接触合力(比力 F/m = a − g,从测量加速度反推):静置
// = +g 纯法向(与重力箭头等长反向 = 力平衡);滑动出现
// 水平分量(摩擦);自由落体 ≈ 0 不画。长度按重力箭头
// 同一比例归一 → 静置红下黄上视觉等长
const JPH::Vec3 gB = gravity * bi.GetGravityFactor(rec.id);
const glm::vec3 spec = rec.lastAccel -
glm::vec3(gB.GetX(), gB.GetY(), gB.GetZ());
const f32 smag = glm::length(spec);
if (smag > 0.2f && gravity.Length() > 1e-4f) {
const f32 slen = std::min(
smag * kGravityLen / gravity.Length(), kAccelMaxLen);
Debug::Arrow(com, com + (spec / smag) * slen,
kContactColor,
/*headSize*/ 0.12f, /*width*/ 2.0f,
/*duration*/ kDbgDur, /*depthTest*/ false);
}
const f32 mag = glm::length(rec.lastAccel); const f32 mag = glm::length(rec.lastAccel);
if (mag > 0.05f) { if (mag > 0.05f) {
const glm::vec3 dir = rec.lastAccel / mag;
const f32 len = std::min(mag * kAccelScale, kAccelMaxLen); const f32 len = std::min(mag * kAccelScale, kAccelMaxLen);
const JPH::RVec3 tip = Debug::Arrow(com, com + (rec.lastAccel / mag) * len,
com + JPH::RVec3(dir.x, dir.y, dir.z) * len; kAccelColor,
m_DebugDraw->DrawArrow( /*headSize*/ 0.12f,
com, tip, kAccelColor, std::max(len * 0.15f, 0.05f)); /*width*/ 2.0f,
/*duration*/ kDbgDur, /*depthTest*/ false);
} }
} }
} }
@@ -334,6 +384,10 @@ namespace Engine {
} }
} }
// 角色运动类线条(速度/加速度)一律归用户脚本画(Unity
// CharacterController 同语义:引擎只画 collider,移动调试归
// 移动逻辑的拥有者);物理侧不保留任何角色箭头
// 释放上一帧缓存不再引用的通用几何 batch(DebugRenderer 内部池) // 释放上一帧缓存不再引用的通用几何 batch(DebugRenderer 内部池)
m_DebugDraw->NextFrame(); m_DebugDraw->NextFrame();
} }
@@ -675,7 +729,12 @@ namespace Engine {
if (tr == nullptr) { if (tr == nullptr) {
continue; continue;
} }
entry.cc->Update(dt, gravity, *m_TempAllocator); // 每角色重力倍率(组件直读:Inspector 调完下个物理步即生效,
// 不触发重建——重力只是 Update 的入参,不是形状参数)
const auto *cc = reg.try_get<ECS::CharacterControllerComponent>(
static_cast<entt::entity>(bits));
const f32 gscale = cc != nullptr ? cc->gravityScale : 1.0f;
entry.cc->Update(dt, gravity * gscale, *m_TempAllocator);
const glm::vec3 p = entry.cc->GetPosition(); // 原点 = 脚底(世界系) const glm::vec3 p = entry.cc->GetPosition(); // 原点 = 脚底(世界系)
// 写回走 world→local 换算(层级实体挂父下仍正确;标脏 → // 写回走 world→local 换算(层级实体挂父下仍正确;标脏 →
// UpdateTransforms 重算 world) // UpdateTransforms 重算 world)
@@ -1047,6 +1106,12 @@ namespace Engine {
: glm::vec3{0.0f}; : glm::vec3{0.0f};
} }
glm::vec3 PhysicsWorld::GetCharacterPosition(const u32 entityBits) const {
const auto found = m_Characters.find(entityBits);
return found != m_Characters.end() ? found->second.cc->GetPosition()
: glm::vec3{0.0f};
}
// ---- 写回:动态体姿态 → Transform(标脏,帧循环统一 Compose)---- // ---- 写回:动态体姿态 → Transform(标脏,帧循环统一 Compose)----
void PhysicsWorld::Writeback() { void PhysicsWorld::Writeback() {
@@ -64,9 +64,11 @@ namespace Engine::Passes
FrameSceneData& frame, FrameSceneData& frame,
RG::TextureHandle hdrColor, RG::TextureHandle hdrColor,
RG::TextureHandle depth, RG::TextureHandle depth,
UniformBuffer& lineVB, UniformBuffer& triVB) UniformBuffer& lineVB, UniformBuffer& triVB,
UniformBuffer& debugVB)
: m_Device(device), m_Descriptors(descriptors), m_Frame(frame), : m_Device(device), m_Descriptors(descriptors), m_Frame(frame),
m_HDRColor(hdrColor), m_Depth(depth), m_LineVB(lineVB), m_TriVB(triVB) m_HDRColor(hdrColor), m_Depth(depth), m_LineVB(lineVB), m_TriVB(triVB),
m_DebugVB(debugVB)
{ {
// 无描述符 set:viewProj 走 push constant(shader 侧声明一致) // 无描述符 set:viewProj 走 push constant(shader 侧声明一致)
m_Layout = descriptors.CreatePipelineLayout( m_Layout = descriptors.CreatePipelineLayout(
@@ -98,7 +100,8 @@ namespace Engine::Passes
} }
void PhysicsDebugPass::PrepareFrame(u32 frameSlot, void PhysicsDebugPass::PrepareFrame(u32 frameSlot,
const PhysicsDebugFrame& src) const PhysicsDebugFrame& src,
const Debug::DebugFrame* dbg)
{ {
// 预算截断:物理调试不应打满(打满说明该收敛可视化了) // 预算截断:物理调试不应打满(打满说明该收敛可视化了)
const u32 lineVerts = std::min<u32>( const u32 lineVerts = std::min<u32>(
@@ -115,18 +118,40 @@ namespace Engine::Passes
// fence 已等(Renderer::Render 的 WaitFence 之后调用), // fence 已等(Renderer::Render 的 WaitFence 之后调用),
// 写-读竞争关闭——与 UBO/SSBO 上传同一窗口语义 // 写-读竞争关闭——与 UBO/SSBO 上传同一窗口语义
m_Spans[frameSlot].clear();
if (lineVerts > 0) { if (lineVerts > 0) {
m_LineVB.Update(frameSlot, src.lines.data(), m_LineVB.Update(frameSlot, src.lines.data(),
static_cast<u64>(lineVerts) * static_cast<u64>(lineVerts) *
sizeof(PhysicsDebugVertex)); sizeof(PhysicsDebugVertex));
m_Spans[frameSlot].push_back({false, 1.0f, true, 0, lineVerts});
} }
if (triVerts > 0) { if (triVerts > 0) {
m_TriVB.Update(frameSlot, src.triangles.data(), m_TriVB.Update(frameSlot, src.triangles.data(),
static_cast<u64>(triVerts) * static_cast<u64>(triVerts) *
sizeof(PhysicsDebugVertex)); sizeof(PhysicsDebugVertex));
m_Spans[frameSlot].push_back({true, 1.0f, true, 0, triVerts});
} }
m_LineCounts[frameSlot] = lineVerts; m_LineCounts[frameSlot] = lineVerts;
m_TriCounts[frameSlot] = triVerts; m_TriCounts[frameSlot] = triVerts;
// 通用调试源(独立 ring VB,与物理源隔离):批次按收集侧的
// (拓扑, 线宽, 深度) 原样展开为绘制段;超预算部分截断
if (dbg != nullptr && !dbg->Empty() && !dbg->verts.empty()) {
const u32 total = static_cast<u32>(dbg->verts.size());
const u32 n = std::min<u32>(total, Debug::kMaxVerts);
m_DebugVB.Update(frameSlot, dbg->verts.data(),
static_cast<u64>(n) * sizeof(Debug::Vertex));
u32 consumed = 0;
for (const Debug::Batch& b : dbg->batches) {
if (consumed >= n) break;
const u32 take = std::min<u32>(b.count, n - consumed);
if (take > 0) {
m_Spans[frameSlot].push_back(
{b.tris, b.width, b.depthTest, consumed, take});
}
consumed += take;
}
}
} }
void PhysicsDebugPass::Register(RG::RenderGraph& rg) void PhysicsDebugPass::Register(RG::RenderGraph& rg)
@@ -134,7 +159,10 @@ namespace Engine::Passes
rg.AddPass("PhysicsDebug", [this](RG::RenderGraphContext& ctx) { rg.AddPass("PhysicsDebug", [this](RG::RenderGraphContext& ctx) {
const u32 lineCount = m_LineCounts[ctx.frame.frameSlot]; const u32 lineCount = m_LineCounts[ctx.frame.frameSlot];
const u32 triCount = m_TriCounts[ctx.frame.frameSlot]; const u32 triCount = m_TriCounts[ctx.frame.frameSlot];
if (lineCount == 0 && triCount == 0) return; // 空帧零开销 const std::vector<Span>& spans = m_Spans[ctx.frame.frameSlot];
if (lineCount == 0 && triCount == 0 && spans.empty()) {
return; // 空帧零开销
}
ZoneScopedN("PhysicsDebug"); ZoneScopedN("PhysicsDebug");
const vk::CommandBuffer cmd = ctx.cmd; const vk::CommandBuffer cmd = ctx.cmd;
@@ -236,6 +264,29 @@ namespace Engine::Passes
cmd.draw(triCount, 1, 0, 0); cmd.draw(triCount, 1, 0, 0);
} }
// 通用调试源批次:逐批动态状态(拓扑/线宽/深度测试)。
// 线宽 >1 需 wideLines 特性,不支持时钳回 1.0(VUID-07937)
if (!spans.empty()) {
const std::array<vk::Buffer, 1> bufs{m_DebugVB.Get(ctx.frame.frameSlot)};
const std::array<vk::DeviceSize, 1> offs{0};
cmd.bindVertexBuffers(0, bufs, offs);
for (const Span& s : spans) {
cmd.setPrimitiveTopology(
s.tris ? vk::PrimitiveTopology::eTriangleList
: vk::PrimitiveTopology::eLineList);
// 线宽单位 = 像素,设备范围 [1.0, lineWidthRange[1]]:
// 低于下限的值(如 0.18)是校验错误,驱动按 1px 处
// 理——必须钳进范围;wideLines 不支持则恒 1px
cmd.setLineWidth(m_Device.IsWideLinesSupported()
? std::clamp(s.width, 1.0f,
m_Device.MaxLineWidth())
: 1.0f);
cmd.setDepthTestEnable(s.depthTest ? VK_TRUE : VK_FALSE);
cmd.draw(s.count, 1, s.first, 0);
}
cmd.setLineWidth(1.0f); // 恢复默认,防状态外泄
}
cmd.endRendering(); cmd.endRendering();
}) })
// Write use(WAW 链):保证排在 Forward/ForwardTrans 之后、 // Write use(WAW 链):保证排在 Forward/ForwardTrans 之后、
+10
View File
@@ -170,6 +170,12 @@ void Device::PickPhysicalDevice()
m_SamplerAnisotropySupported = features2.features.samplerAnisotropy == VK_TRUE; m_SamplerAnisotropySupported = features2.features.samplerAnisotropy == VK_TRUE;
m_MaxSamplerAnisotropy = props.limits.maxSamplerAnisotropy; m_MaxSamplerAnisotropy = props.limits.maxSamplerAnisotropy;
// 宽线(core 特性位;调试图元 >1 线宽必需,桌面 GPU 普遍支持)
m_WideLinesSupported = features2.features.wideLines == VK_TRUE;
// 线宽设备范围(像素):[0]=下限(普遍 1.0),[1]=上限——debug 线
// 宽钳制用。wideLines 不支持时只有 1.0 合法
m_MaxLineWidth = props.limits.lineWidthRange[1];
// core 特性:MDI(drawCount>1)必需 // core 特性:MDI(drawCount>1)必需
m_MultiDrawIndirectSupported = features2.features.multiDrawIndirect == VK_TRUE; m_MultiDrawIndirectSupported = features2.features.multiDrawIndirect == VK_TRUE;
// 1.2 特性:drawIndexedIndirectCount 必需(VUID-04445) // 1.2 特性:drawIndexedIndirectCount 必需(VUID-04445)
@@ -192,6 +198,8 @@ void Device::PickPhysicalDevice()
ENGINE_INFO(" Dynamic Rendering Local Read (1.4): {}", localReadSupported ? "Yes" : "No"); ENGINE_INFO(" Dynamic Rendering Local Read (1.4): {}", localReadSupported ? "Yes" : "No");
ENGINE_INFO(" Push Descriptor (1.4): {}", pushDescriptorSupported ? "Yes" : "No"); ENGINE_INFO(" Push Descriptor (1.4): {}", pushDescriptorSupported ? "Yes" : "No");
ENGINE_INFO(" Shader Object (EXT): {}", m_ShaderObjectSupported ? "Yes" : "No"); ENGINE_INFO(" Shader Object (EXT): {}", m_ShaderObjectSupported ? "Yes" : "No");
ENGINE_INFO(" Wide Lines (1.0 core): {}",
m_WideLinesSupported ? "Yes" : "No");
ENGINE_INFO(" Multi Draw Indirect (1.0 core): {}", ENGINE_INFO(" Multi Draw Indirect (1.0 core): {}",
m_MultiDrawIndirectSupported ? "Yes" : "No"); m_MultiDrawIndirectSupported ? "Yes" : "No");
ENGINE_INFO(" Draw Indirect Count (1.2): {}", ENGINE_INFO(" Draw Indirect Count (1.2): {}",
@@ -261,6 +269,8 @@ void Device::CreateLogicalDevice()
features.setMultiDrawIndirect(m_MultiDrawIndirectSupported ? VK_TRUE : VK_FALSE); features.setMultiDrawIndirect(m_MultiDrawIndirectSupported ? VK_TRUE : VK_FALSE);
// 纹理各向异性过滤(材质掠射角清晰度) // 纹理各向异性过滤(材质掠射角清晰度)
features.setSamplerAnisotropy(m_SamplerAnisotropySupported ? VK_TRUE : VK_FALSE); features.setSamplerAnisotropy(m_SamplerAnisotropySupported ? VK_TRUE : VK_FALSE);
// 宽线(调试图元线宽 >1;不支持时 pass 侧钳回 1.0)
features.setWideLines(m_WideLinesSupported ? VK_TRUE : VK_FALSE);
// ======================================================== // ========================================================
// 启用 1.4 特性链 // 启用 1.4 特性链