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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
flipped debug rendering on for convexShapes, and added the following prefs:
$pref::convexDBG::ShowWorldBox = (bool); $pref::convexDBG::ShowEdges = (bool); <-----------aparantly nonfucntional $pref::convexDBG::ShowFaceColors = (bool); $pref::convexDBG::ShowWinding = (bool); $pref::convexDBG::ShowSurfaceTransforms = (bool);
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@ -492,7 +492,6 @@ void ConvexShape::unpackUpdate( NetConnection *conn, BitStream *stream )
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void ConvexShape::prepRenderImage( SceneRenderState *state )
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{
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/*
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if ( state->isDiffusePass() )
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{
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ObjectRenderInst *ri2 = state->getRenderPass()->allocInst<ObjectRenderInst>();
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@ -500,8 +499,7 @@ void ConvexShape::prepRenderImage( SceneRenderState *state )
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ri2->type = RenderPassManager::RIT_Editor;
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state->getRenderPass()->addInst( ri2 );
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}
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*/
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if ( mVertexBuffer.isNull() || !state)
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return;
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@ -747,21 +745,10 @@ bool ConvexShape::castRay( const Point3F &start, const Point3F &end, RayInfo *in
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F32 t;
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F32 tmin = F32_MAX;
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S32 hitFace = -1;
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Point3F hitPnt, pnt;
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Point3F pnt;
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VectorF rayDir( end - start );
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rayDir.normalizeSafe();
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if ( false )
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{
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PlaneF plane( Point3F(0,0,0), Point3F(0,0,1) );
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Point3F sp( 0,0,-1 );
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Point3F ep( 0,0,1 );
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F32 t = plane.intersect( sp, ep );
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Point3F hitPnt;
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hitPnt.interpolate( sp, ep, t );
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}
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for ( S32 i = 0; i < planeCount; i++ )
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{
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// Don't hit the back-side of planes.
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@ -1180,11 +1167,11 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
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GFX->setTexture( 0, NULL );
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// Render world box.
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if ( false )
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if (Con::getBoolVariable("$pref::convexDBG::ShowWorldBox", false))
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{
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Box3F wbox( mWorldBox );
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//if ( getServerObject() )
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// Box3F wbox = static_cast<ConvexShape*>( getServerObject() )->mWorldBox;
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if ( getServerObject() )
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wbox = static_cast<ConvexShape*>( getServerObject() )->mWorldBox;
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GFXStateBlockDesc desc;
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desc.setCullMode( GFXCullNone );
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desc.setFillModeWireframe();
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@ -1196,7 +1183,7 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
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const Vector< ConvexShape::Face > &faceList = mGeometry.faces;
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// Render Edges.
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if ( false )
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if (Con::getBoolVariable("$pref::convexDBG::ShowEdges", false))
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{
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GFXTransformSaver saver;
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//GFXFrustumSaver fsaver;
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@ -1250,7 +1237,7 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
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objToWorld.scale( mObjScale );
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// Render faces centers/colors.
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if ( false )
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if (Con::getBoolVariable("$pref::convexDBG::ShowFaceColors", false))
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{
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GFXStateBlockDesc desc;
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desc.setCullMode( GFXCullNone );
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@ -1274,7 +1261,7 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
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}
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// Render winding order.
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if ( false )
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if (Con::getBoolVariable("$pref::convexDBG::ShowWinding", false))
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{
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GFXStateBlockDesc desc;
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desc.setCullMode( GFXCullNone );
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@ -1331,7 +1318,7 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
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}
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// Render surface transforms.
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if ( false )
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if (Con::getBoolVariable("$pref::convexDBG::ShowSurfaceTransforms", false))
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{
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GFXStateBlockDesc desc;
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desc.setBlend( false );
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@ -1341,7 +1328,7 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
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for ( S32 i = 0; i < mSurfaces.size(); i++ )
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{
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MatrixF objToWorld( mObjToWorld );
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objToWorld = mObjToWorld;
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objToWorld.scale( mObjScale );
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MatrixF renderMat;
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