prosperon/scripts/debug.js

337 lines
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var Gizmos = {
pick_gameobject_points(worldpos, gameobject, points) {
var idx = grab_from_points(worldpos, points.map(gameobject.this2world,gameobject), 25);
if (idx === -1) return null;
return points[idx];
},
};
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var Shape = {
circle(pos, radius, color) {
cmd(115, pos, radius, color);
},
};
var Debug = {
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draw_grid(width, span, color) {
color = color ? color : Color.green;
cmd(47, width, span, color);
},
point(pos, size, color) {
color = color ? color : Color.blue;
Shape.circle(pos, size, color);
// cmd(51, pos, size,color);
},
arrow(start, end, color, capsize) {
color = color ? color : Color.red;
if (!capsize)
capsize = 4;
cmd(81, start, end, color, capsize);
},
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poly(points, color) {
cmd_points(0,points,color);
},
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boundingbox(bb, color) {
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color ??= Color.white;
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cmd_points(0, bb2points(bb), color);
},
box(pos, wh, color) {
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color ??= Color.white;
cmd(53, pos, wh, color);
},
numbered_point(pos, n) {
Debug.point(world2screen(pos), 3);
gui_text(n, world2screen(pos).add([0,4]), 1);
},
phys_drawing: false,
draw_phys(on) {
this.phys_drawing = on;
cmd(4, this.phys_drawing);
},
draw_obj_phys(obj) {
cmd(82, obj.body);
},
register_call(fn, obj) {
Register.debug.register(fn,obj);
},
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line(points, color, type, thickness) {
thickness ??= 1;
if (!type)
type = 0;
if (!color)
color = Color.white;
switch (type) {
case 0:
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cmd(83, points, color, thickness);
}
},
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draw_bb: false,
draw_gizmos: false,
draw_names: false,
draw() {
if (this.draw_bb)
Game.objects.forEach(function(x) { Debug.boundingbox(x.boundingbox(), [255,255,255,10]); });
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if (Game.paused()) gui_text("PAUSED", [0,0],1);
if (this.draw_gizmos)
Game.objects.forEach(function(x) {
if (!x.icon) return;
gui_img(x.icon, world2screen(x.pos));
});
if (this.draw_names)
Game.objects.forEach(function(x) {
GUI.text(x.fullpath(), world2screen(x.pos).add([0,32]), 1, [84,110,255]);
});
if (Debug.Options.gif.rec) {
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gui_text("REC", [0,40], 1);
gui_text(Time.seconds_to_timecode(Time.time - Debug.Options.gif.start_time, Debug.Options.gif.fps), [0,30], 1);
}
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gui_text(Game.playing() ? "PLAYING"
: Game.stepping() ?
"STEP" :
Game.paused() ?
"PAUSED; EDITING" :
"EDIT", [0, 0], 1);
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},
};
Debug.Options = { };
Debug.Options.Color = {
set trigger(x) { cmd(17,x); },
set debug(x) { cmd(16, x); },
};
var Gizmos = {
pick_gameobject_points(worldpos, gameobject, points) {
var idx = grab_from_points(worldpos, points.map(gameobject.this2world,gameobject), 25);
if (idx === -1) return null;
return points[idx];
},
};
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var Profile = {
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tick_now() { return cmd(127); },
ns(ticks) { return cmd(128, ticks); },
us(ticks) { return cmd(129, ticks); },
ms(ticks) { return cmd(130, ticks); },
cpu(fn, times, q) {
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times ??= 1;
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q ??= "ns";
var start = Profile.tick_now();
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for (var i = 0; i < times; i++)
fn();
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var elapsed = Profile.tick_now() - start;
Log.say(`Profiled in ${Profile[q](elapsed)/times} avg ${q}.`);
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},
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get fps() { return sys_cmd(8); },
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};
var Nuke = {
newline(cols) { nuke(3, cols ? cols : 1); },
newrow(height) { nuke(13,height); },
wins: {},
curwin:"",
prop(str, v) {
var ret = nuke(2, str, v);
if (Number.isFinite(ret)) return ret;
return 0;
},
treeid: 0,
tree(str) { var on = nuke(11, str, this.treeid); this.treeid++; return on; },
tree_pop() { nuke(12);},
prop_num(str, num) { return nuke(2, str, num, -1e10, 1e10, 0.01); },
prop_bool(str, val) { return nuke(4, str, val); },
checkbox(val) { return nuke(4,"",val); },
label(str) { nuke(5, str); },
textbox(str) { return nuke(7, str); },
scrolltext(str) { nuke(14,str); },
defaultrect: { x:10, y:10, w:400, h:600 },
window(name) {
this.curwin = name;
var rect;
if (name in this.wins)
rect = this.wins[name];
else
rect = { x:10, y:10, w:400, h:600 };
nuke(0, name, rect);
},
button(name) { return nuke(6, name); },
radio(name, val, cmp) { return nuke(9, name, val, cmp); },
img(path) { nuke(8, path); },
end() {
this.wins[this.curwin] = nuke(10);
this.treeid = 0;
nuke(1);
},
pprop(str, p, nonew) {
switch(typeof p) {
case 'number':
if (!nonew) Nuke.newline();
return Nuke.prop_num(str, p);
break;
case 'boolean':
if (!nonew) Nuke.newline();
return Nuke.prop_bool(str, p);
case 'object':
if (Array.isArray(p)) {
var arr = [];
Nuke.newline(p.length+1);
Nuke.label(str);
arr[0] = Nuke.pprop("#x", p[0], true);
arr[1] = Nuke.pprop("#y", p[1], true);
return arr;
} else {
if (!nonew)Nuke.newline(2);
Nuke.label(str);
Nuke.label(p);
}
break;
case 'string':
if (!nonew) Nuke.newline();
Nuke.label(str);
return Nuke.textbox(p);
default:
if (!nonew) Nuke.newline(2);
Nuke.label(str);
Nuke.label(p);
}
},
};
Object.defineProperty(Nuke, "curwin", {enumerable:false});
Object.defineProperty(Nuke, "defaultrect", {enumerable:false});
/* These controls are available during editing, and during play of debug builds */
var DebugControls = {};
DebugControls.inputs = {};
DebugControls.inputs.f1 = function () { Debug.draw_phys(!Debug.phys_drawing); };
DebugControls.inputs.f1.doc = "Draw physics debugging aids.";
DebugControls.inputs.f3 = function() { Debug.draw_bb = !Debug.draw_bb; };
DebugControls.inputs.f3.doc = "Toggle drawing bounding boxes.";
DebugControls.inputs.f4 = function() {
Debug.draw_names = !Debug.draw_names;
Debug.draw_gizmos = !Debug.draw_gizmos;
};
DebugControls.inputs.f4.doc = "Toggle drawing gizmos and names of objects.";
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Debug.Options.gif = {
w: 640, /* Max width */
h: 480, /* Max height */
stretch: false, /* True if you want to stretch */
cpf: 4,
depth: 16,
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file: "out.gif",
rec: false,
secs: 6,
start_time: 0,
fps: 0,
start() {
var w = this.w;
var h = this.h;
if (!this.stretch) {
var win = Window.height / Window.width;
var gif = h/w;
if (gif > win)
h = w * win;
else
w = h / win;
}
cmd(131, w, h, this.cpf, this.depth);
this.rec = true;
this.fps = (1/this.cpf)*100;
this.start_time = Time.time;
timer.oneshot(this.stop.bind(this), this.secs, this, true);
},
stop() {
if (!this.rec) return;
cmd(132, this.file);
this.rec = false;
},
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};
DebugControls.inputs.f8 = Debug.Options.gif.start.bind(Debug.Options.gif);
DebugControls.inputs.f9 = Debug.Options.gif.stop.bind(Debug.Options.gif);
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DebugControls.inputs.f10 = function() { Time.timescale = 0.1; };
DebugControls.inputs.f10.doc = "Toggle timescale to 1/10.";
DebugControls.inputs.f10.released = function () { Time.timescale = 1.0; };
DebugControls.inputs.f12 = function() { GUI.defaults.debug = !GUI.defaults.debug; Log.warn("GUI toggle debug");};
DebugControls.inputs.f12.doc = "Toggle drawing GUI debugging aids.";
DebugControls.inputs['M-1'] = Render.normal;
Render.normal.doc = "Render mode for enabling all shaders and lighting effects.";
DebugControls.inputs['M-2'] = Render.wireframe;
Render.wireframe.doc = "Render mode to see wireframes of all models.";
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DebugControls.inputs['C-M-f'] = function() {};
DebugControls.inputs['C-M-f'].doc = "Enter camera fly mode.";
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var Time = {
set timescale(x) { cmd(3, x); },
get timescale() { return cmd(121); },
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set updateMS(x) { cmd(6, x); },
set physMS(x) { cmd(7, x); },
set renderMS(x) { cmd(5, x); },
get time() { return cmd(133); },
seconds_to_timecode(secs, fps)
{
var s = Math.trunc(secs);
secs -= s;
var f = Math.trunc(fps * secs);
return `${s}:${f}`;
},
pause() {
Time.timescale = 0;
},
play() {
if (!Time.stash) {
Log.warn("Tried to resume time without calling Time.pause first.");
return;
}
Time.timescale = Time.stash;
},
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};
Player.players[0].control(DebugControls);
Register.gui.register(Debug.draw, Debug);