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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 13:13:53 +00:00
duDebugDrawTorque add override
added an override flag to stop detour from setting our depth mask state. This was causing navmesh to draw through other objects when it wasnt meant to Reset our bounds box for each draw cache
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e55d3b6f82
commit
5c2ed84b24
3 changed files with 57 additions and 9 deletions
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@ -1566,7 +1566,7 @@ void NavMesh::renderToDrawer()
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if (no)
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{
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NavMesh* n = static_cast<NavMesh*>(no);
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mDbgDraw.depthMask(true, true);
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if (n->nm &&
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(m_drawMode == DRAWMODE_NAVMESH ||
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m_drawMode == DRAWMODE_NAVMESH_TRANS ||
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@ -1583,6 +1583,8 @@ void NavMesh::renderToDrawer()
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duDebugDrawNavMeshPortals(&mDbgDraw, *n->nm);
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}
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mDbgDraw.depthMask(true, false);
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for (Tile& tile : n->mTiles)
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{
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if (tile.chf && m_drawMode == DRAWMODE_COMPACT)
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@ -1612,35 +1614,47 @@ void NavMesh::renderToDrawer()
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if (tile.cset && m_drawMode == DRAWMODE_RAW_CONTOURS)
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{
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mDbgDraw.depthMask(false);
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duDebugDrawRawContours(&mDbgDraw, *tile.cset);
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mDbgDraw.depthMask(true);
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}
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if (tile.cset && m_drawMode == DRAWMODE_BOTH_CONTOURS)
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{
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mDbgDraw.depthMask(false);
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duDebugDrawRawContours(&mDbgDraw, *tile.cset);
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duDebugDrawContours(&mDbgDraw, *tile.cset);
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mDbgDraw.depthMask(true);
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}
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if (tile.cset && m_drawMode == DRAWMODE_CONTOURS)
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{
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mDbgDraw.depthMask(false);
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duDebugDrawContours(&mDbgDraw, *tile.cset);
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mDbgDraw.depthMask(true);
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}
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if (tile.chf && tile.cset && m_drawMode == DRAWMODE_REGION_CONNECTIONS)
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{
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duDebugDrawCompactHeightfieldRegions(&mDbgDraw, *tile.chf);
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mDbgDraw.depthMask(false);
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duDebugDrawRegionConnections(&mDbgDraw, *tile.cset);
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mDbgDraw.depthMask(true);
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}
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if (tile.pmesh && m_drawMode == DRAWMODE_POLYMESH)
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{
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mDbgDraw.depthMask(false);
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duDebugDrawPolyMesh(&mDbgDraw, *tile.pmesh);
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mDbgDraw.depthMask(true);
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}
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if (tile.dmesh && m_drawMode == DRAWMODE_POLYMESH_DETAIL)
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{
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mDbgDraw.depthMask(false);
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duDebugDrawPolyMeshDetail(&mDbgDraw, *tile.dmesh);
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mDbgDraw.depthMask(true);
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}
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}
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