|
21 | 21 | #include "components/Transform.hpp" |
22 | 22 | #include "systems/PhysicsSystem.hpp" |
23 | 23 |
|
| 24 | +#include <Jolt/Physics/Body/BodyLockInterface.h> |
| 25 | +#include <Jolt/Physics/Body/MotionProperties.h> |
| 26 | + |
24 | 27 | namespace nexo::editor { |
25 | 28 |
|
26 | 29 | void PhysicsBodyProperty::show(const ecs::Entity entity) |
@@ -51,12 +54,228 @@ namespace nexo::editor { |
51 | 54 | } |
52 | 55 |
|
53 | 56 | ImGui::Separator(); |
54 | | - ImGui::Text("Body ID: %u", physicsBody.bodyID.GetIndex()); |
55 | 57 |
|
56 | 58 | const auto& app = Application::getInstance(); |
57 | 59 | if (const auto physicsSystem = app.getPhysicsSystem()) { |
58 | | - const bool isActive = physicsSystem->getBodyInterface()->IsActive(physicsBody.bodyID); |
59 | | - ImGui::Text("Active: %s", isActive ? "Yes" : "No"); |
| 60 | + auto* bodyInterface = physicsSystem->getBodyInterface(); |
| 61 | + const JPH::BodyID bodyID = physicsBody.bodyID; |
| 62 | + |
| 63 | + // Debug Info Section |
| 64 | + ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.2f, 0.2f, 0.2f, 1.0f)); |
| 65 | + ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.3f, 0.3f, 0.3f, 1.0f)); |
| 66 | + ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImVec4(0.15f, 0.15f, 0.15f, 1.0f)); |
| 67 | + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); |
| 68 | + const bool debugOpen = ImGui::CollapsingHeader("Debug Information", ImGuiTreeNodeFlags_DefaultOpen); |
| 69 | + ImGui::PopStyleColor(4); |
| 70 | + |
| 71 | + if (debugOpen) { |
| 72 | + ImGui::Text("Body ID: %u", bodyID.GetIndex()); |
| 73 | + const bool isActive = bodyInterface->IsActive(bodyID); |
| 74 | + ImGui::Text("Active: %s", isActive ? "Yes" : "No"); |
| 75 | + |
| 76 | + // Position (read-only, comes from transform) |
| 77 | + const JPH::Vec3 pos = bodyInterface->GetPosition(bodyID); |
| 78 | + ImGui::Text("Position: (%.2f, %.2f, %.2f)", pos.GetX(), pos.GetY(), pos.GetZ()); |
| 79 | + } |
| 80 | + |
| 81 | + // Only show physics properties for dynamic bodies |
| 82 | + if (currentType == components::PhysicsBodyComponent::Type::Dynamic) { |
| 83 | + |
| 84 | + // Mass Properties |
| 85 | + ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.2f, 0.2f, 0.2f, 1.0f)); |
| 86 | + ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.3f, 0.3f, 0.3f, 1.0f)); |
| 87 | + ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImVec4(0.15f, 0.15f, 0.15f, 1.0f)); |
| 88 | + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); |
| 89 | + const bool massOpen = ImGui::CollapsingHeader("Mass Properties", ImGuiTreeNodeFlags_DefaultOpen); |
| 90 | + ImGui::PopStyleColor(4); |
| 91 | + |
| 92 | + if (massOpen) { |
| 93 | + // Get mass info (read-only for now as Jolt mass editing requires shape recreation) |
| 94 | + const auto lockInterface = physicsSystem->getBodyLockInterface(); |
| 95 | + JPH::BodyLockRead lock(*lockInterface, bodyID); |
| 96 | + if (lock.Succeeded()) { |
| 97 | + const JPH::Body& body = lock.GetBody(); |
| 98 | + const JPH::MotionProperties* motionProps = body.GetMotionProperties(); |
| 99 | + |
| 100 | + if (motionProps) { |
| 101 | + const float invMass = motionProps->GetInverseMass(); |
| 102 | + const float mass = invMass > 0.0f ? 1.0f / invMass : 0.0f; |
| 103 | + |
| 104 | + ImGui::Text("Mass: %.3f kg", mass); |
| 105 | + ImGui::Text("Inverse Mass: %.6f", invMass); |
| 106 | + |
| 107 | + if (ImGui::IsItemHovered()) { |
| 108 | + ImGui::SetTooltip("Mass is determined by shape and density.\nRecreate body to change mass."); |
| 109 | + } |
| 110 | + } |
| 111 | + } |
| 112 | + } |
| 113 | + |
| 114 | + // Velocity Controls |
| 115 | + ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.2f, 0.2f, 0.2f, 1.0f)); |
| 116 | + ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.3f, 0.3f, 0.3f, 1.0f)); |
| 117 | + ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImVec4(0.15f, 0.15f, 0.15f, 1.0f)); |
| 118 | + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); |
| 119 | + const bool velocityOpen = ImGui::CollapsingHeader("Velocity", ImGuiTreeNodeFlags_DefaultOpen); |
| 120 | + ImGui::PopStyleColor(4); |
| 121 | + |
| 122 | + if (velocityOpen) { |
| 123 | + // Linear Velocity |
| 124 | + JPH::Vec3 linVel = bodyInterface->GetLinearVelocity(bodyID); |
| 125 | + float linVelArray[3] = {linVel.GetX(), linVel.GetY(), linVel.GetZ()}; |
| 126 | + |
| 127 | + if (ImGui::DragFloat3("Linear Velocity", linVelArray, 0.1f, -100.0f, 100.0f, "%.2f m/s")) { |
| 128 | + bodyInterface->SetLinearVelocity(bodyID, JPH::Vec3(linVelArray[0], linVelArray[1], linVelArray[2])); |
| 129 | + } |
| 130 | + |
| 131 | + // Angular Velocity |
| 132 | + JPH::Vec3 angVel = bodyInterface->GetAngularVelocity(bodyID); |
| 133 | + float angVelArray[3] = {angVel.GetX(), angVel.GetY(), angVel.GetZ()}; |
| 134 | + |
| 135 | + if (ImGui::DragFloat3("Angular Velocity", angVelArray, 0.1f, -10.0f, 10.0f, "%.2f rad/s")) { |
| 136 | + bodyInterface->SetAngularVelocity(bodyID, JPH::Vec3(angVelArray[0], angVelArray[1], angVelArray[2])); |
| 137 | + } |
| 138 | + |
| 139 | + // Quick reset button |
| 140 | + if (ImGui::Button("Reset Velocities")) { |
| 141 | + bodyInterface->SetLinearVelocity(bodyID, JPH::Vec3::sZero()); |
| 142 | + bodyInterface->SetAngularVelocity(bodyID, JPH::Vec3::sZero()); |
| 143 | + } |
| 144 | + } |
| 145 | + |
| 146 | + // Physics Material Properties |
| 147 | + ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.2f, 0.2f, 0.2f, 1.0f)); |
| 148 | + ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.3f, 0.3f, 0.3f, 1.0f)); |
| 149 | + ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImVec4(0.15f, 0.15f, 0.15f, 1.0f)); |
| 150 | + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); |
| 151 | + const bool materialOpen = ImGui::CollapsingHeader("Material Properties", ImGuiTreeNodeFlags_DefaultOpen); |
| 152 | + ImGui::PopStyleColor(4); |
| 153 | + |
| 154 | + if (materialOpen) { |
| 155 | + const auto lockInterface = physicsSystem->getBodyLockInterface(); |
| 156 | + JPH::BodyLockRead lock(*lockInterface, bodyID); |
| 157 | + if (lock.Succeeded()) { |
| 158 | + const JPH::Body& body = lock.GetBody(); |
| 159 | + |
| 160 | + // Friction |
| 161 | + float friction = body.GetFriction(); |
| 162 | + if (ImGui::SliderFloat("Friction", &friction, 0.0f, 1.0f, "%.3f")) { |
| 163 | + bodyInterface->SetFriction(bodyID, friction); |
| 164 | + } |
| 165 | + if (ImGui::IsItemHovered()) { |
| 166 | + ImGui::SetTooltip("Surface friction (0 = ice, 1 = rubber)"); |
| 167 | + } |
| 168 | + |
| 169 | + // Restitution (Bounciness) |
| 170 | + float restitution = body.GetRestitution(); |
| 171 | + if (ImGui::SliderFloat("Restitution", &restitution, 0.0f, 1.0f, "%.3f")) { |
| 172 | + bodyInterface->SetRestitution(bodyID, restitution); |
| 173 | + } |
| 174 | + if (ImGui::IsItemHovered()) { |
| 175 | + ImGui::SetTooltip("Bounciness (0 = no bounce, 1 = perfect bounce)"); |
| 176 | + } |
| 177 | + } |
| 178 | + } |
| 179 | + |
| 180 | + // Constraints and Limits |
| 181 | + ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.2f, 0.2f, 0.2f, 1.0f)); |
| 182 | + ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.3f, 0.3f, 0.3f, 1.0f)); |
| 183 | + ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImVec4(0.15f, 0.15f, 0.15f, 1.0f)); |
| 184 | + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); |
| 185 | + const bool constraintsOpen = ImGui::CollapsingHeader("Constraints and Limits"); |
| 186 | + ImGui::PopStyleColor(4); |
| 187 | + |
| 188 | + if (constraintsOpen) { |
| 189 | + const auto lockInterface = physicsSystem->getBodyLockInterface(); |
| 190 | + |
| 191 | + // Read current values |
| 192 | + float linearDamping = 0.0f; |
| 193 | + float angularDamping = 0.0f; |
| 194 | + float maxLinVel = 0.0f; |
| 195 | + float maxAngVel = 0.0f; |
| 196 | + |
| 197 | + { |
| 198 | + JPH::BodyLockRead readLock(*lockInterface, bodyID); |
| 199 | + if (readLock.Succeeded()) { |
| 200 | + const JPH::Body& body = readLock.GetBody(); |
| 201 | + const JPH::MotionProperties* motionProps = body.GetMotionProperties(); |
| 202 | + |
| 203 | + if (motionProps) { |
| 204 | + linearDamping = motionProps->GetLinearDamping(); |
| 205 | + angularDamping = motionProps->GetAngularDamping(); |
| 206 | + maxLinVel = motionProps->GetMaxLinearVelocity(); |
| 207 | + maxAngVel = motionProps->GetMaxAngularVelocity(); |
| 208 | + } |
| 209 | + } |
| 210 | + } |
| 211 | + |
| 212 | + // Display and edit |
| 213 | + bool needsUpdate = false; |
| 214 | + float newLinearDamping = linearDamping; |
| 215 | + float newAngularDamping = angularDamping; |
| 216 | + |
| 217 | + if (ImGui::SliderFloat("Linear Damping", &newLinearDamping, 0.0f, 1.0f, "%.3f")) { |
| 218 | + needsUpdate = true; |
| 219 | + } |
| 220 | + if (ImGui::IsItemHovered()) { |
| 221 | + ImGui::SetTooltip("Resistance to linear motion (air resistance)"); |
| 222 | + } |
| 223 | + |
| 224 | + if (ImGui::SliderFloat("Angular Damping", &newAngularDamping, 0.0f, 1.0f, "%.3f")) { |
| 225 | + needsUpdate = true; |
| 226 | + } |
| 227 | + if (ImGui::IsItemHovered()) { |
| 228 | + ImGui::SetTooltip("Resistance to rotation"); |
| 229 | + } |
| 230 | + |
| 231 | + // Apply changes if needed |
| 232 | + if (needsUpdate) { |
| 233 | + JPH::BodyLockWrite writeLock(*lockInterface, bodyID); |
| 234 | + if (writeLock.Succeeded()) { |
| 235 | + JPH::Body& body = writeLock.GetBody(); |
| 236 | + JPH::MotionProperties* motionProps = body.GetMotionProperties(); |
| 237 | + |
| 238 | + if (motionProps) { |
| 239 | + motionProps->SetLinearDamping(newLinearDamping); |
| 240 | + motionProps->SetAngularDamping(newAngularDamping); |
| 241 | + } |
| 242 | + } |
| 243 | + } |
| 244 | + |
| 245 | + ImGui::Text("Max Linear Velocity: %.1f m/s", maxLinVel); |
| 246 | + if (ImGui::IsItemHovered()) { |
| 247 | + ImGui::SetTooltip("Maximum linear velocity (set by physics system)"); |
| 248 | + } |
| 249 | + |
| 250 | + ImGui::Text("Max Angular Velocity: %.1f rad/s", maxAngVel); |
| 251 | + if (ImGui::IsItemHovered()) { |
| 252 | + ImGui::SetTooltip("Maximum angular velocity (set by physics system)"); |
| 253 | + } |
| 254 | + } |
| 255 | + |
| 256 | + // Real-time Visual Feedback |
| 257 | + ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.2f, 0.2f, 0.2f, 1.0f)); |
| 258 | + ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.3f, 0.3f, 0.3f, 1.0f)); |
| 259 | + ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImVec4(0.15f, 0.15f, 0.15f, 1.0f)); |
| 260 | + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); |
| 261 | + const bool debugVizOpen = ImGui::CollapsingHeader("Real-time Debug Visualization"); |
| 262 | + ImGui::PopStyleColor(4); |
| 263 | + |
| 264 | + if (debugVizOpen) { |
| 265 | + static bool showVelocity = false; |
| 266 | + static bool showForces = false; |
| 267 | + |
| 268 | + ImGui::Checkbox("Show Velocity Arrows", &showVelocity); |
| 269 | + ImGui::Checkbox("Show Applied Forces", &showForces); |
| 270 | + |
| 271 | + if (showVelocity) { |
| 272 | + const JPH::Vec3 linVel = bodyInterface->GetLinearVelocity(bodyID); |
| 273 | + const float speed = linVel.Length(); |
| 274 | + ImGui::Text("Current Speed: %.2f m/s", speed); |
| 275 | + ImGui::ProgressBar(speed / 50.0f, ImVec2(-1, 0)); |
| 276 | + } |
| 277 | + } |
| 278 | + } |
60 | 279 | } |
61 | 280 |
|
62 | 281 | ImGui::TreePop(); |
@@ -161,3 +380,4 @@ namespace nexo::editor { |
161 | 380 | } |
162 | 381 |
|
163 | 382 | } // namespace nexo::editor |
| 383 | + |
0 commit comments