using System;
using System.Collections.Generic;
using System.Numerics;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using BepuPhysics;
using BepuPhysics.Collidables;
using HelixToolkit.Wpf;
using System.Linq;
using System.Windows.Input;
namespace CtrEditor.Simulacion
{
///
/// Estructura para almacenar las dimensiones de las formas para detectar cambios
///
public struct ShapeDimensions
{
public float Width { get; set; }
public float Height { get; set; }
public float Length { get; set; }
public float Radius { get; set; }
public int ShapeType { get; set; }
// ✅ NUEVO: Parámetros específicos para curvas
public float InnerRadius { get; set; }
public float OuterRadius { get; set; }
public float StartAngle { get; set; }
public float EndAngle { get; set; }
public bool Equals(ShapeDimensions other)
{
return Math.Abs(Width - other.Width) < 0.001f &&
Math.Abs(Height - other.Height) < 0.001f &&
Math.Abs(Length - other.Length) < 0.001f &&
Math.Abs(Radius - other.Radius) < 0.001f &&
Math.Abs(InnerRadius - other.InnerRadius) < 0.001f &&
Math.Abs(OuterRadius - other.OuterRadius) < 0.001f &&
Math.Abs(StartAngle - other.StartAngle) < 0.001f &&
Math.Abs(EndAngle - other.EndAngle) < 0.001f &&
ShapeType == other.ShapeType;
}
}
///
/// Manager que sincroniza el mundo 3D de BEPU con la visualización HelixToolkit
/// Usa simBase como clave única para evitar problemas de reutilización de BodyHandle
///
/// ✅ NUEVO: Funcionalidad de Debug para Triángulos
/// Para activar la visualización de triángulos individuales de curvas:
///
/// // Activar modo debug
/// visualizationManager.SetDebugTrianglesMode(true);
///
/// // Desactivar modo debug (volver a superficie continua)
/// visualizationManager.SetDebugTrianglesMode(false);
///
/// // Verificar si está activo
/// bool isDebugActive = visualizationManager.IsDebugTrianglesModeEnabled();
///
/// En modo debug:
/// - Cada triángulo de BEPU se muestra separado con un pequeño offset
/// - Los triángulos tienen bordes wireframe para mejor visualización
/// - Se usa un material naranja semi-transparente para distinguir del modo normal
/// - Se muestran mensajes de debug en la consola con información detallada
///
public class BEPUVisualization3DManager
{
private HelixViewport3D viewport3D;
private SimulationManagerBEPU simulationManager;
private Dictionary simBaseToModelMap;
private Dictionary lastKnownDimensions;
// ✅ NUEVO: Flag de debug para mostrar triángulos individuales de curvas
public static bool DebugShowIndividualTriangles { get; set; } = true;
public HelixViewport3D Viewport3D
{
get => viewport3D;
set => viewport3D = value;
}
public BEPUVisualization3DManager(HelixViewport3D viewport, SimulationManagerBEPU simManager)
{
if (viewport == null)
throw new ArgumentNullException(nameof(viewport), "HelixViewport3D cannot be null");
if (simManager == null)
throw new ArgumentNullException(nameof(simManager), "SimulationManagerBEPU cannot be null");
viewport3D = viewport;
simulationManager = simManager;
simBaseToModelMap = new Dictionary();
lastKnownDimensions = new Dictionary();
InitializeViewport();
}
private void InitializeViewport()
{
if (viewport3D == null)
{
System.Diagnostics.Debug.WriteLine($"[3D Init] ERROR: viewport3D is null");
return;
}
try
{
// Configurar la cámara usando el estado guardado
LoadCameraState();
// Agregar luces
var directionalLight = new DirectionalLight
{
Color = Colors.White,
Direction = new Vector3D(0, 0, -1)
};
viewport3D.Children.Add(new ModelVisual3D { Content = directionalLight });
var ambientLight = new AmbientLight
{
Color = Color.FromRgb(64, 64, 64)
};
viewport3D.Children.Add(new ModelVisual3D { Content = ambientLight });
// Suscribirse a eventos para detectar cambios en la cámara
SubscribeToCameraEvents();
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Init] ERROR initializing viewport: {ex.Message}");
}
}
///
/// Sincroniza usando los objetos simBase del SimulationManager como fuente de verdad
/// Esto garantiza que cada objeto único tiene su propia visualización
///
public void SynchronizeWorld()
{
// Validaciones críticas de null
if (simulationManager == null)
{
System.Diagnostics.Debug.WriteLine($"[3D Sync] ERROR: simulationManager is null");
return;
}
if (simulationManager.simulation == null)
{
System.Diagnostics.Debug.WriteLine($"[3D Sync] ERROR: simulation is null");
return;
}
if (viewport3D == null)
{
System.Diagnostics.Debug.WriteLine($"[3D Sync] ERROR: viewport3D is null");
return;
}
// Limpiar objetos que ya no existen
CleanupRemovedObjects();
// Sincronizar cada objeto simBase
foreach (var simObj in simulationManager.Cuerpos)
{
if (simObj == null || !simulationManager.simulation.Bodies.BodyExists(simObj.BodyHandle))
continue;
if (simBaseToModelMap.ContainsKey(simObj))
{
// Actualizar visualización existente
UpdateVisualizationFromSimBase(simObj);
}
else
{
// Crear nueva visualización
CreateVisualizationFromSimBase(simObj);
}
}
}
private void CleanupRemovedObjects()
{
if (simulationManager?.Cuerpos == null || viewport3D == null)
return;
var objectsToRemove = new List();
try
{
foreach (var kvp in simBaseToModelMap)
{
var simObj = kvp.Key;
var model = kvp.Value;
// Verificar si el objeto aún está en la lista de cuerpos activos
if (!simulationManager.Cuerpos.Contains(simObj) ||
!simulationManager.simulation.Bodies.BodyExists(simObj.BodyHandle))
{
if (model != null)
{
viewport3D.Children.Remove(model);
}
objectsToRemove.Add(simObj);
}
}
foreach (var simObj in objectsToRemove)
{
simBaseToModelMap.Remove(simObj);
lastKnownDimensions.Remove(simObj);
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Cleanup] ERROR during cleanup: {ex.Message}");
}
}
private void CreateVisualizationFromSimBase(simBase simObj)
{
if (simulationManager?.simulation == null || !simulationManager.simulation.Bodies.BodyExists(simObj.BodyHandle))
{
System.Diagnostics.Debug.WriteLine($"[3D Create] ERROR: Body does not exist for simBase");
return;
}
try
{
var body = simulationManager.simulation.Bodies[simObj.BodyHandle];
var collidable = body.Collidable;
var shapeIndex = collidable.Shape;
if (!shapeIndex.Exists)
{
System.Diagnostics.Debug.WriteLine($"[3D Create] ERROR: Shape does not exist");
return;
}
ModelVisual3D visual3D = null;
// Caso especial: simBotella usa esfera en BEPU pero se visualiza como cilindro
if (simObj is simBotella botella)
{
visual3D = CreateCylinderVisualization(botella.Radius, botella.Height, simObj);
}
// Caso especial: simCurve usa múltiples triángulos pero se visualiza como superficie curva
else if (simObj is simCurve curve)
{
visual3D = CreateCurveVisualization(curve);
}
else
{
// Para otros objetos, usar la forma real de BEPU
var dimensions = GetShapeDimensions(shapeIndex, simObj);
if (dimensions.ShapeType == BepuPhysics.Collidables.Sphere.Id)
{
visual3D = CreateSphereVisualization(dimensions.Radius, simObj);
}
else if (dimensions.ShapeType == BepuPhysics.Collidables.Box.Id)
{
visual3D = CreateBoxVisualization(dimensions.Width, dimensions.Height, dimensions.Length, simObj);
}
else if (dimensions.ShapeType == BepuPhysics.Collidables.Cylinder.Id)
{
visual3D = CreateCylinderVisualization(dimensions.Radius, dimensions.Length, simObj);
}
else
{
System.Diagnostics.Debug.WriteLine($"[3D Create] WARNING: Unsupported shape type: {dimensions.ShapeType}");
return;
}
}
if (visual3D != null)
{
// Posicionar correctamente el objeto 3D
var position = simObj.GetPosition();
var rotationZ = simObj.GetRotationZ();
var transform = new Transform3DGroup();
transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 0, 1), rotationZ * 180.0 / Math.PI)));
transform.Children.Add(new TranslateTransform3D(position.X, position.Y, position.Z));
visual3D.Transform = transform;
// Agregar a la vista 3D y asociar con simBase
viewport3D.Children.Add(visual3D);
simBaseToModelMap[simObj] = visual3D;
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Create] ERROR: {ex.Message}");
}
}
private ModelVisual3D CreateSphereVisualization(float radius, simBase simObj = null)
{
var meshBuilder = new MeshBuilder();
meshBuilder.AddSphere(new Point3D(0, 0, 0), (double)radius, 16, 16);
var model = new GeometryModel3D(meshBuilder.ToMesh(), GetMaterialForSimBase(simObj));
return new ModelVisual3D { Content = model };
}
private ModelVisual3D CreateBoxVisualization(float width, float height, float length, simBase simObj = null)
{
var meshBuilder = new MeshBuilder();
meshBuilder.AddBox(new Point3D(0, 0, 0), (double)width, (double)height, (double)length);
var model = new GeometryModel3D(meshBuilder.ToMesh(), GetMaterialForSimBase(simObj));
return new ModelVisual3D { Content = model };
}
private ModelVisual3D CreateCapsuleVisualization(float radius, float length)
{
var meshBuilder = new MeshBuilder();
meshBuilder.AddCylinder(new Point3D(0, 0, -length / 2), new Point3D(0, 0, length / 2), radius, 16);
// Material plástico brillante para cápsulas (amarillo)
var material = MaterialHelper.CreateMaterial(
new SolidColorBrush(Color.FromRgb(255, 255, 80)),
specularPower: 125,
ambient: 210
);
var model = new GeometryModel3D(meshBuilder.ToMesh(), material);
return new ModelVisual3D { Content = model };
}
private ModelVisual3D CreateCylinderVisualization(float radius, float length, simBase simObj = null)
{
var meshBuilder = new MeshBuilder();
// Crear cilindro con tapas usando la versión mejorada
var p1 = new Point3D(0, 0, -length / 2);
var p2 = new Point3D(0, 0, length / 2);
meshBuilder.AddCylinder(p1, p2, radius: (double)radius, thetaDiv: 16, cap1: true, cap2: true);
var geometry = meshBuilder.ToMesh();
var model = new GeometryModel3D(geometry, GetMaterialForSimBase(simObj));
var visual = new ModelVisual3D();
visual.Content = model;
return visual;
}
private ModelVisual3D CreateCurveVisualization(simCurve curve)
{
try
{
var meshBuilder = new MeshBuilder();
// ✅ NUEVO: Elegir entre visualización normal o debug según el flag
if (DebugShowIndividualTriangles)
{
CreateCurveDebugMeshWithIndividualTriangles(meshBuilder, curve);
}
else
{
// ✅ Usar directamente los triángulos originales de BEPU (superficie continua)
CreateCurveMeshFromBEPUTriangles(meshBuilder, curve);
}
var geometry = meshBuilder.ToMesh();
// ✅ NUEVO: Usar material específico para debug si está activo
Material material = DebugShowIndividualTriangles ?
GetDebugMaterialForCurve(curve) :
GetMaterialForSimBase(curve);
var model = new GeometryModel3D(geometry, material);
var visual = new ModelVisual3D();
visual.Content = model;
return visual;
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D CreateCurve] Error creating curve visualization: {ex.Message}");
return null;
}
}
///
/// ✅ NUEVO: Crea mesh directamente desde los triángulos reales de BEPU
/// Extrae la geometría exacta que está almacenada en la simulación física
///
private void CreateCurveMeshFromBEPUTriangles(MeshBuilder meshBuilder, simCurve curve)
{
try
{
// ✅ EXTRAER TRIÁNGULOS REALES DE BEPU
var realTriangles = curve.GetRealBEPUTriangles();
if (realTriangles.Length == 0)
{
System.Diagnostics.Debug.WriteLine($"[3D BEPU] WARNING: No se pudieron extraer triángulos reales, usando fallback");
CreateCurveMeshFallback(meshBuilder, curve);
return;
}
System.Diagnostics.Debug.WriteLine($"[3D BEPU] Creando mesh desde {realTriangles.Length} triángulos reales de BEPU");
// ✅ USAR TRIÁNGULOS EXACTOS DE BEPU
foreach (var triangle in realTriangles)
{
// Convertir triángulos de BEPU a puntos 3D de Helix
var pointA = new Point3D(triangle.A.X, triangle.A.Y, triangle.A.Z);
var pointB = new Point3D(triangle.B.X, triangle.B.Y, triangle.B.Z);
var pointC = new Point3D(triangle.C.X, triangle.C.Y, triangle.C.Z);
// Agregar triángulo exacto al mesh
meshBuilder.AddTriangle(pointA, pointB, pointC);
}
System.Diagnostics.Debug.WriteLine($"[3D BEPU] ✅ Mesh creado usando triángulos reales de BEPU");
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D BEPU] ERROR extrayendo triángulos reales: {ex.Message}");
System.Diagnostics.Debug.WriteLine($"[3D BEPU] Fallback a geometría recreada");
CreateCurveMeshFallback(meshBuilder, curve);
}
}
///
/// ✅ NUEVO: Función de debug que muestra triángulos individuales reales de BEPU
/// Cada triángulo se renderiza de manera separada con offset para poder hacer debug visual
///
private void CreateCurveDebugMeshWithIndividualTriangles(MeshBuilder meshBuilder, simCurve curve)
{
try
{
// ✅ EXTRAER TRIÁNGULOS REALES DE BEPU PARA DEBUG
var realTriangles = curve.GetRealBEPUTriangles();
if (realTriangles.Length == 0)
{
System.Diagnostics.Debug.WriteLine($"[3D Debug] WARNING: No hay triángulos reales para debug, usando fallback");
CreateCurveMeshFallback(meshBuilder, curve);
return;
}
System.Diagnostics.Debug.WriteLine($"[3D Debug] Creando debug de {realTriangles.Length} triángulos reales individuales");
// ✅ MOSTRAR CADA TRIÁNGULO SEPARADO CON OFFSET PARA DEBUG
float triangleSeparation = 0.02f; // Separación entre triángulos para debug visual
for (int i = 0; i < realTriangles.Length; i++)
{
var triangle = realTriangles[i];
// Calcular centroide del triángulo
var centroid = (triangle.A + triangle.B + triangle.C) / 3f;
// Calcular normal del triángulo
var edge1 = triangle.B - triangle.A;
var edge2 = triangle.C - triangle.A;
var normal = Vector3.Normalize(Vector3.Cross(edge1, edge2));
// Offset hacia arriba para separar triángulos visualmente
var offset = normal * triangleSeparation * (i + 1);
// Aplicar offset a todos los vértices
var offsetA = triangle.A + offset;
var offsetB = triangle.B + offset;
var offsetC = triangle.C + offset;
// Convertir a puntos 3D de Helix
var pointA = new Point3D(offsetA.X, offsetA.Y, offsetA.Z);
var pointB = new Point3D(offsetB.X, offsetB.Y, offsetB.Z);
var pointC = new Point3D(offsetC.X, offsetC.Y, offsetC.Z);
// Agregar triángulo separado
meshBuilder.AddTriangle(pointA, pointB, pointC);
// ✅ DEBUG: Agregar bordes para visualizar mejor cada triángulo
AddDebugTriangleEdges(meshBuilder, pointA, pointB, pointC, 0.005f);
}
System.Diagnostics.Debug.WriteLine($"[3D Debug] ✅ Debug mesh creado con triángulos reales separados");
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Debug] ERROR creating debug mesh: {ex.Message}");
System.Diagnostics.Debug.WriteLine($"[3D Debug] Falling back to basic debug geometry");
CreateBasicDebugGeometry(meshBuilder, curve);
}
}
///
/// ✅ NUEVO: Agrega bordes debug a un triángulo individual
///
private void AddDebugTriangleEdges(MeshBuilder meshBuilder, Point3D a, Point3D b, Point3D c, double edgeThickness)
{
try
{
// Crear cilindros delgados para los bordes del triángulo
meshBuilder.AddCylinder(a, b, edgeThickness, 4, false, false);
meshBuilder.AddCylinder(b, c, edgeThickness, 4, false, false);
meshBuilder.AddCylinder(c, a, edgeThickness, 4, false, false);
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Debug] ERROR adding triangle edges: {ex.Message}");
}
}
///
/// ✅ NUEVO: Agrega un borde delgado entre dos puntos para debug visual
///
private void AddDebugEdge(MeshBuilder meshBuilder, Point3D p1Top, Point3D p2Top, Point3D p1Bottom, Point3D p2Bottom, float thickness)
{
try
{
// Crear un cilindro muy delgado como borde
meshBuilder.AddCylinder(p1Top, p2Top, thickness, 4, false, false);
meshBuilder.AddCylinder(p1Bottom, p2Bottom, thickness, 4, false, false);
meshBuilder.AddCylinder(p1Top, p1Bottom, thickness, 4, false, false);
meshBuilder.AddCylinder(p2Top, p2Bottom, thickness, 4, false, false);
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Debug] ERROR adding debug edge: {ex.Message}");
}
}
///
/// ✅ NUEVO: Geometría básica de debug cuando fallan otras opciones
///
private void CreateBasicDebugGeometry(MeshBuilder meshBuilder, simCurve curve)
{
try
{
// Crear una geometría muy simple que indique que hay un problema
float innerRadius = curve.InnerRadius;
float outerRadius = curve.OuterRadius;
float centerRadius = (innerRadius + outerRadius) / 2f;
// Crear un triángulo básico como indicador de debug
var p1 = new Point3D(centerRadius, 0, 0);
var p2 = new Point3D(centerRadius * Math.Cos(Math.PI/3), centerRadius * Math.Sin(Math.PI/3), 0);
var p3 = new Point3D(centerRadius * Math.Cos(-Math.PI/3), centerRadius * Math.Sin(-Math.PI/3), 0);
meshBuilder.AddTriangle(p1, p2, p3);
System.Diagnostics.Debug.WriteLine($"[3D Debug] Created basic debug geometry as fallback");
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Debug] ERROR creating basic debug geometry: {ex.Message}");
}
}
///
/// Método fallback que recrea la geometría (mantener por compatibilidad)
///
private void CreateCurveMeshFallback(MeshBuilder meshBuilder, simCurve curve)
{
// Obtener parámetros de la curva
float innerRadius = curve.InnerRadius;
float outerRadius = curve.OuterRadius;
float startAngle = curve.StartAngle;
float endAngle = curve.EndAngle;
System.Diagnostics.Debug.WriteLine($"[3D Fallback] Parameters - Inner: {innerRadius}, Outer: {outerRadius}, Start: {startAngle}, End: {endAngle}");
// Configuración de segmentos
const float SegmentationFactor = 32f / 3f;
const int MinSegments = 8;
const int MaxSegments = 64;
// Calcular número de segmentos basado en el tamaño del arco
float arcLength = (endAngle - startAngle) * ((innerRadius + outerRadius) / 2f);
int segments = (int)(arcLength * SegmentationFactor);
segments = Math.Max(MinSegments, Math.Min(segments, MaxSegments));
float angleStep = (endAngle - startAngle) / segments;
// Altura muy pequeña para simular triángulos planos
const float curveHeight = 0.05f;
// Generar vértices para el arco interior y exterior
var innerBottomPoints = new Point3D[segments + 1];
var innerTopPoints = new Point3D[segments + 1];
var outerBottomPoints = new Point3D[segments + 1];
var outerTopPoints = new Point3D[segments + 1];
for (int i = 0; i <= segments; i++)
{
float angle = startAngle + i * angleStep;
float cosAngle = (float)Math.Cos(angle);
float sinAngle = (float)Math.Sin(angle);
// Puntos en la parte inferior (Z = 0)
innerBottomPoints[i] = new Point3D(innerRadius * cosAngle, innerRadius * sinAngle, 0);
outerBottomPoints[i] = new Point3D(outerRadius * cosAngle, outerRadius * sinAngle, 0);
// Puntos en la parte superior (Z = curveHeight)
innerTopPoints[i] = new Point3D(innerRadius * cosAngle, innerRadius * sinAngle, curveHeight);
outerTopPoints[i] = new Point3D(outerRadius * cosAngle, outerRadius * sinAngle, curveHeight);
}
// Crear la superficie superior de la curva
for (int i = 0; i < segments; i++)
{
meshBuilder.AddTriangle(innerTopPoints[i], outerTopPoints[i], outerTopPoints[i + 1]);
meshBuilder.AddTriangle(innerTopPoints[i], outerTopPoints[i + 1], innerTopPoints[i + 1]);
}
// Crear la superficie inferior de la curva
for (int i = 0; i < segments; i++)
{
meshBuilder.AddTriangle(innerBottomPoints[i], outerBottomPoints[i + 1], outerBottomPoints[i]);
meshBuilder.AddTriangle(innerBottomPoints[i], innerBottomPoints[i + 1], outerBottomPoints[i + 1]);
}
// Crear las paredes laterales
for (int i = 0; i < segments; i++)
{
meshBuilder.AddQuad(innerBottomPoints[i], innerBottomPoints[i + 1], innerTopPoints[i + 1], innerTopPoints[i]);
meshBuilder.AddQuad(outerBottomPoints[i], outerTopPoints[i], outerTopPoints[i + 1], outerBottomPoints[i + 1]);
}
// Crear las paredes de los extremos
meshBuilder.AddQuad(innerBottomPoints[0], innerTopPoints[0], outerTopPoints[0], outerBottomPoints[0]);
meshBuilder.AddQuad(outerBottomPoints[segments], outerTopPoints[segments], innerTopPoints[segments], innerBottomPoints[segments]);
}
private void UpdateVisualizationFromSimBase(simBase simObj)
{
if (!simBaseToModelMap.TryGetValue(simObj, out var visual))
return;
if (simulationManager?.simulation == null || visual == null)
return;
try
{
var body = simulationManager.simulation.Bodies[simObj.BodyHandle];
var pose = body.Pose;
var collidable = body.Collidable;
// Verificar si las dimensiones han cambiado
var currentDimensions = GetShapeDimensions(collidable.Shape, simObj);
bool dimensionsChanged = false;
if (lastKnownDimensions.TryGetValue(simObj, out var lastDimensions))
{
dimensionsChanged = !currentDimensions.Equals(lastDimensions);
}
else
{
dimensionsChanged = true; // Primera vez
}
// Si las dimensiones cambiaron, recrear la geometría
if (dimensionsChanged)
{
RecreateVisualizationGeometry(simObj, visual, currentDimensions);
lastKnownDimensions[simObj] = currentDimensions;
}
else
{
// System.Diagnostics.Debug.WriteLine($"[3D Update] No geometry changes needed for {simObj.GetType().Name}");
}
// Actualizar transformación del modelo 3D
var transform = new Transform3DGroup();
// ✅ ORDEN CORRECTO: Primero Rotación, luego Traslación
// Esto mantiene el pivot consistente con WPF (Top-Left)
// 1. Rotación (primero, en el origen)
var rotation = new QuaternionRotation3D(new System.Windows.Media.Media3D.Quaternion(
(double)pose.Orientation.X,
(double)pose.Orientation.Y,
(double)pose.Orientation.Z,
(double)pose.Orientation.W
));
var rotationTransform = new RotateTransform3D(rotation);
transform.Children.Add(rotationTransform);
// 2. Traslación (después, mueve el objeto ya rotado)
var translation = new TranslateTransform3D(
(double)pose.Position.X,
(double)pose.Position.Y,
(double)pose.Position.Z
);
transform.Children.Add(translation);
visual.Transform = transform;
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Update] ERROR updating visualization: {ex.Message}");
}
}
private ShapeDimensions GetShapeDimensions(TypedIndex shapeIndex, simBase simObj = null)
{
var dimensions = new ShapeDimensions();
if (!shapeIndex.Exists)
return dimensions;
dimensions.ShapeType = shapeIndex.Type;
try
{
// ✅ CASO ESPECIAL: Para simCurve, obtener dimensiones específicas de la curva
if (simObj is simCurve curve)
{
dimensions.InnerRadius = curve.InnerRadius;
dimensions.OuterRadius = curve.OuterRadius;
dimensions.StartAngle = curve.StartAngle;
dimensions.EndAngle = curve.EndAngle;
dimensions.ShapeType = -1; // Tipo especial para curvas
return dimensions;
}
// ✅ CASO ESPECIAL: Para simBotella, obtener dimensiones del cilindro visual
if (simObj is simBotella botella)
{
dimensions.Radius = botella.Radius;
dimensions.Height = botella.Height;
dimensions.ShapeType = -2; // Tipo especial para botellas (cilindro visual)
return dimensions;
}
// Para otros objetos, usar la forma real de BEPU
if (shapeIndex.Type == BepuPhysics.Collidables.Sphere.Id)
{
var sphere = simulationManager.simulation.Shapes.GetShape(shapeIndex.Index);
dimensions.Radius = sphere.Radius;
}
else if (shapeIndex.Type == BepuPhysics.Collidables.Box.Id)
{
var box = simulationManager.simulation.Shapes.GetShape(shapeIndex.Index);
dimensions.Width = box.Width;
dimensions.Height = box.Height;
dimensions.Length = box.Length;
}
else if (shapeIndex.Type == BepuPhysics.Collidables.Cylinder.Id)
{
var cylinder = simulationManager.simulation.Shapes.GetShape(shapeIndex.Index);
dimensions.Radius = cylinder.Radius;
dimensions.Length = cylinder.Length; // En BEPU, Length es la altura del cilindro
}
else if (shapeIndex.Type == BepuPhysics.Collidables.Capsule.Id)
{
var capsule = simulationManager.simulation.Shapes.GetShape(shapeIndex.Index);
dimensions.Radius = capsule.Radius;
dimensions.Length = capsule.Length;
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D GetDimensions] ERROR getting dimensions: {ex.Message}");
}
return dimensions;
}
private void RecreateVisualizationGeometry(simBase simObj, ModelVisual3D visual, ShapeDimensions dimensions)
{
if (visual?.Content is not GeometryModel3D geometryModel)
return;
try
{
MeshGeometry3D newGeometry = null;
Material newMaterial = null;
// Caso especial: simBotella usa esfera en BEPU pero se visualiza como cilindro
if (simObj is simBotella botella)
{
var meshBuilder = new MeshBuilder();
// Crear cilindro con tapas usando la versión mejorada
var p1 = new Point3D(0, 0, -botella.Height / 2);
var p2 = new Point3D(0, 0, botella.Height / 2);
meshBuilder.AddCylinder(p1, p2, radius: (double)botella.Radius, thetaDiv: 16, cap1: true, cap2: true);
newGeometry = meshBuilder.ToMesh();
newMaterial = GetMaterialForSimBase(simObj);
}
// Caso especial: simCurve necesita recreación completa de geometría
else if (simObj is simCurve curve)
{
var meshBuilder = new MeshBuilder();
// ✅ CORREGIDO: Respetar el flag de debug también en recreación
if (DebugShowIndividualTriangles)
{
CreateCurveDebugMeshWithIndividualTriangles(meshBuilder, curve);
newMaterial = GetDebugMaterialForCurve(curve);
}
else
{
CreateCurveMeshFromBEPUTriangles(meshBuilder, curve);
newMaterial = GetMaterialForSimBase(simObj);
}
newGeometry = meshBuilder.ToMesh();
}
else if (dimensions.ShapeType == BepuPhysics.Collidables.Sphere.Id)
{
var meshBuilder = new MeshBuilder();
meshBuilder.AddSphere(new Point3D(0, 0, 0), dimensions.Radius);
newGeometry = meshBuilder.ToMesh();
newMaterial = GetMaterialForSimBase(simObj);
}
else if (dimensions.ShapeType == BepuPhysics.Collidables.Box.Id)
{
var meshBuilder = new MeshBuilder();
meshBuilder.AddBox(new Point3D(0, 0, 0), dimensions.Width, dimensions.Height, dimensions.Length);
newGeometry = meshBuilder.ToMesh();
newMaterial = GetMaterialForSimBase(simObj);
}
else if (dimensions.ShapeType == BepuPhysics.Collidables.Cylinder.Id)
{
var meshBuilder = new MeshBuilder();
// Crear cilindro con tapas usando la versión mejorada
var p1 = new Point3D(0, 0, -dimensions.Length / 2);
var p2 = new Point3D(0, 0, dimensions.Length / 2);
meshBuilder.AddCylinder(p1, p2, radius: (double)dimensions.Radius, thetaDiv: 16, cap1: true, cap2: true);
newGeometry = meshBuilder.ToMesh();
newMaterial = GetMaterialForSimBase(simObj);
}
if (newGeometry != null)
{
geometryModel.Geometry = newGeometry;
geometryModel.Material = newMaterial;
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Recreate] ERROR recreating geometry: {ex.Message}");
}
}
public void Clear()
{
foreach (var model in simBaseToModelMap.Values)
{
viewport3D.Children.Remove(model);
}
simBaseToModelMap.Clear();
lastKnownDimensions.Clear();
}
///
/// ✅ NUEVO: Material específico para debug de curvas
///
/// Curva en modo debug
/// Material especial para visualización de debug
private Material GetDebugMaterialForCurve(simCurve curve)
{
// Material wireframe semi-transparente para debug
// Color naranja brillante para que sea muy visible
var debugBrush = new SolidColorBrush(Color.FromRgb(255, 165, 0)); // Naranja
debugBrush.Opacity = 0.7; // 70% opacidad para ver superposiciones
return MaterialHelper.CreateMaterial(
debugBrush,
specularPower: 20, // Menos reflectante para mejor visibilidad
ambient: 250 // Más ambiente para que se vea bien en todas las condiciones
);
}
///
/// Función centralizada para obtener el material apropiado según el tipo de simBase
///
/// Objeto de simulación para determinar el material
/// Material configurado para el tipo de objeto
private Material GetMaterialForSimBase(simBase simObj)
{
if (simObj is simTransporte)
{
// Material plástico verde para transportes
return MaterialHelper.CreateMaterial(
new SolidColorBrush(Color.FromRgb(80, 180, 80)),
specularPower: 140,
ambient: 200
);
}
else if (simObj is simGuia)
{
// Material semitransparente gris oscuro para guías
var guiaBrush = new SolidColorBrush(Color.FromRgb(80, 80, 80));
guiaBrush.Opacity = 0.4; // 40% opacidad para mejor visualización semitransparente
return MaterialHelper.CreateMaterial(
guiaBrush,
specularPower: 30,
ambient: 100
);
}
else if (simObj is simBarrera)
{
// Material semi-transparente amarillo para barreras (haz de luz)
var yellowBrush = new SolidColorBrush(Color.FromRgb(255, 255, 0));
yellowBrush.Opacity = 0.3; // 30% opacidad para simular haz de luz
return MaterialHelper.CreateMaterial(
yellowBrush,
specularPower: 50,
ambient: 150
);
}
else if (simObj is simBotella)
{
// Material plástico brillante rojo para botellas
return MaterialHelper.CreateMaterial(
new SolidColorBrush(Color.FromRgb(255, 80, 80)),
specularPower: 120,
ambient: 200
);
}
else if (simObj is simDescarte)
{
// Material semi-transparente magenta para descartes (85% transparente)
var descarteBrush = new SolidColorBrush(Color.FromRgb(255, 100, 255));
descarteBrush.Opacity = 0.15; // 15% opacidad = 85% transparencia
return MaterialHelper.CreateMaterial(
descarteBrush,
specularPower: 60,
ambient: 120
);
}
else if (simObj is simCurve)
{
// Material plástico brillante para curvas (azul verdoso)
return MaterialHelper.CreateMaterial(
new SolidColorBrush(Color.FromRgb(80, 150, 200)),
specularPower: 130,
ambient: 190
);
}
else
{
// Material plástico gris estándar para objetos no identificados
return MaterialHelper.CreateMaterial(
new SolidColorBrush(Color.FromRgb(128, 128, 128)),
specularPower: 100,
ambient: 190
);
}
}
public void SetCameraView(CameraView view)
{
if (viewport3D?.Camera is not PerspectiveCamera camera) return;
switch (view)
{
case CameraView.Top:
camera.Position = new Point3D(0, 0, 10);
camera.LookDirection = new Vector3D(0, 0, -1);
camera.UpDirection = new Vector3D(0, 1, 0);
break;
case CameraView.Side:
camera.Position = new Point3D(10, 0, 0);
camera.LookDirection = new Vector3D(-1, 0, 0);
camera.UpDirection = new Vector3D(0, 0, 1);
break;
case CameraView.Front:
camera.Position = new Point3D(0, 10, 0);
camera.LookDirection = new Vector3D(0, -1, 0);
camera.UpDirection = new Vector3D(0, 0, 1);
break;
case CameraView.Isometric:
camera.Position = new Point3D(7, 7, 7);
camera.LookDirection = new Vector3D(-1, -1, -1);
camera.UpDirection = new Vector3D(0, 0, 1);
break;
}
}
///
/// ✅ NUEVO: Activa o desactiva el modo debug para mostrar triángulos individuales de curvas
///
/// True para activar debug, false para modo normal
/// True para forzar actualización inmediata de todas las curvas
public void SetDebugTrianglesMode(bool enableDebug, bool forceRefresh = true)
{
bool wasChanged = DebugShowIndividualTriangles != enableDebug;
DebugShowIndividualTriangles = enableDebug;
System.Diagnostics.Debug.WriteLine($"[3D Debug] Debug triangles mode: {(enableDebug ? "ENABLED" : "DISABLED")}");
if (wasChanged && forceRefresh)
{
RefreshCurveVisualizations();
}
}
///
/// ✅ NUEVO: Fuerza la regeneración de todas las visualizaciones de curvas
/// Útil cuando se cambia el modo debug
///
public void RefreshCurveVisualizations()
{
if (simulationManager?.Cuerpos == null)
return;
try
{
System.Diagnostics.Debug.WriteLine($"[3D Debug] Refreshing curve visualizations...");
// Encontrar todas las curvas y forzar su regeneración
var curvesToRefresh = simulationManager.Cuerpos.OfType().ToList();
foreach (var curve in curvesToRefresh)
{
// Remover las dimensiones conocidas para forzar recreación
lastKnownDimensions.Remove(curve);
// Forzar actualización de la visualización
if (simBaseToModelMap.ContainsKey(curve))
{
UpdateVisualizationFromSimBase(curve);
}
}
System.Diagnostics.Debug.WriteLine($"[3D Debug] Refreshed {curvesToRefresh.Count} curve visualizations");
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Debug] ERROR refreshing curve visualizations: {ex.Message}");
}
}
///
/// ✅ NUEVO: Obtiene el estado actual del modo debug
///
/// True si el modo debug está activo
public bool IsDebugTrianglesModeEnabled()
{
return DebugShowIndividualTriangles;
}
///
/// ✅ NUEVO: Obtiene información detallada de debug sobre los triángulos reales de BEPU
/// Extrae y muestra los triángulos exactos almacenados en la simulación física
///
/// Curva para analizar
/// Información de debug como string
public string GetCurveDebugInfo(simCurve curve)
{
if (curve == null)
return "ERROR: Curva es null";
try
{
var debugInfo = new System.Text.StringBuilder();
debugInfo.AppendLine($"=== DEBUG INFO TRIÁNGULOS REALES DE BEPU ===");
debugInfo.AppendLine($"Parámetros de curva:");
debugInfo.AppendLine($" - Radio Interior: {curve.InnerRadius}");
debugInfo.AppendLine($" - Radio Exterior: {curve.OuterRadius}");
debugInfo.AppendLine($" - Ángulo Inicio: {curve.StartAngle}° ({curve.StartAngle * Math.PI / 180:F3} rad)");
debugInfo.AppendLine($" - Ángulo Fin: {curve.EndAngle}° ({curve.EndAngle * Math.PI / 180:F3} rad)");
debugInfo.AppendLine($" - Velocidad: {curve.Speed} rad/s");
debugInfo.AppendLine($"");
// ✅ OBTENER INFORMACIÓN REAL DEL MESH DE BEPU
var meshInfo = curve.GetBEPUMeshDebugInfo();
debugInfo.AppendLine("INFORMACIÓN DEL MESH EN BEPU:");
debugInfo.AppendLine(meshInfo);
debugInfo.AppendLine($"");
// ✅ EXTRAER Y MOSTRAR TRIÁNGULOS REALES
var realTriangles = curve.GetRealBEPUTriangles();
debugInfo.AppendLine($"TRIÁNGULOS REALES EXTRAÍDOS: {realTriangles.Length}");
debugInfo.AppendLine($"");
// Mostrar los primeros triángulos con detalles completos
int maxToShow = Math.Min(10, realTriangles.Length);
for (int i = 0; i < maxToShow; i++)
{
var triangle = realTriangles[i];
debugInfo.AppendLine($"Triángulo {i + 1}:");
debugInfo.AppendLine($" A: ({triangle.A.X:F4}, {triangle.A.Y:F4}, {triangle.A.Z:F4})");
debugInfo.AppendLine($" B: ({triangle.B.X:F4}, {triangle.B.Y:F4}, {triangle.B.Z:F4})");
debugInfo.AppendLine($" C: ({triangle.C.X:F4}, {triangle.C.Y:F4}, {triangle.C.Z:F4})");
// Calcular área del triángulo
var edge1 = triangle.B - triangle.A;
var edge2 = triangle.C - triangle.A;
var cross = Vector3.Cross(edge1, edge2);
var area = cross.Length() / 2f;
debugInfo.AppendLine($" Área: {area:F6}");
debugInfo.AppendLine($"");
}
if (realTriangles.Length > maxToShow)
{
debugInfo.AppendLine($"... y {realTriangles.Length - maxToShow} triángulos más");
}
debugInfo.AppendLine($"");
debugInfo.AppendLine($"Modo debug visual: {(DebugShowIndividualTriangles ? "ACTIVADO (triángulos separados)" : "DESACTIVADO (superficie continua)")}");
return debugInfo.ToString();
}
catch (Exception ex)
{
return $"ERROR obteniendo info de debug real: {ex.Message}";
}
}
///
/// ✅ NUEVO: Activa la visualización de triángulos reales de BEPU
/// Muestra los triángulos exactos extraídos de la simulación física
///
/// True para mostrar triángulos reales, false para superficie normal
public void SetRealBEPUTrianglesMode(bool enable)
{
SetDebugTrianglesMode(enable);
System.Diagnostics.Debug.WriteLine($"[3D BEPU] Modo triángulos reales: {(enable ? "ACTIVADO" : "DESACTIVADO")}");
}
///
/// ✅ NUEVO: Verifica si una curva tiene triángulos válidos en BEPU
///
/// Curva a verificar
/// True si tiene triángulos válidos
public bool HasValidBEPUTriangles(simCurve curve)
{
if (curve == null) return false;
try
{
var triangles = curve.GetRealBEPUTriangles();
bool hasTriangles = triangles.Length > 0;
System.Diagnostics.Debug.WriteLine($"[3D BEPU] Curva tiene {triangles.Length} triángulos válidos: {hasTriangles}");
return hasTriangles;
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D BEPU] Error verificando triángulos: {ex.Message}");
return false;
}
}
///
/// Carga el estado guardado de la cámara desde EstadoPersistente
///
private void LoadCameraState()
{
try
{
var cameraSettings = EstadoPersistente.Instance.Camera;
viewport3D.Camera = new PerspectiveCamera
{
Position = new Point3D(cameraSettings.PositionX, cameraSettings.PositionY, cameraSettings.PositionZ),
LookDirection = new Vector3D(cameraSettings.LookDirectionX, cameraSettings.LookDirectionY, cameraSettings.LookDirectionZ),
UpDirection = new Vector3D(cameraSettings.UpDirectionX, cameraSettings.UpDirectionY, cameraSettings.UpDirectionZ),
FieldOfView = cameraSettings.FieldOfView
};
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Camera] ERROR loading camera state: {ex.Message}");
// Fallback a configuración por defecto
viewport3D.Camera = new PerspectiveCamera
{
LookDirection = new Vector3D(-3.86, 18.1, -10),
UpDirection = new Vector3D(-0.1, 0.48, 0.87),
Position = new Point3D(3.86, -18.13, 10),
FieldOfView = 60
};
}
}
///
/// Guarda el estado actual de la cámara en EstadoPersistente
///
private void SaveCameraState()
{
try
{
if (viewport3D?.Camera is PerspectiveCamera camera)
{
var cameraSettings = EstadoPersistente.Instance.Camera;
cameraSettings.PositionX = camera.Position.X;
cameraSettings.PositionY = camera.Position.Y;
cameraSettings.PositionZ = camera.Position.Z;
cameraSettings.LookDirectionX = camera.LookDirection.X;
cameraSettings.LookDirectionY = camera.LookDirection.Y;
cameraSettings.LookDirectionZ = camera.LookDirection.Z;
cameraSettings.UpDirectionX = camera.UpDirection.X;
cameraSettings.UpDirectionY = camera.UpDirection.Y;
cameraSettings.UpDirectionZ = camera.UpDirection.Z;
cameraSettings.FieldOfView = camera.FieldOfView;
EstadoPersistente.Instance.GuardarEstado();
}
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Camera] ERROR saving camera state: {ex.Message}");
}
}
///
/// Se suscribe a eventos del viewport para detectar cambios en la cámara
///
private void SubscribeToCameraEvents()
{
try
{
// Suscribirse a eventos del viewport para detectar cambios en la cámara
viewport3D.CameraChanged += (sender, e) => SaveCameraState();
// También suscribirse a eventos de mouse para detectar interacciones
viewport3D.MouseUp += (sender, e) => SaveCameraState();
viewport3D.MouseWheel += (sender, e) => SaveCameraState();
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine($"[3D Camera] ERROR subscribing to camera events: {ex.Message}");
}
}
}
public enum CameraView
{
Top,
Side,
Front,
Isometric
}
}