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Engine directory for ticket #1
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Engine/source/gfx/sim/debugDraw.h
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Engine/source/gfx/sim/debugDraw.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _DEBUGDRAW_H_
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#define _DEBUGDRAW_H_
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#ifndef _SIMOBJECT_H_
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#include "console/simObject.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _PRIMBUILDER_H_
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#include "gfx/primBuilder.h"
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#endif
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#ifndef _GFONT_H_
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#include "gfx/gFont.h"
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#endif
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#ifndef _DATACHUNKER_H_
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#include "core/dataChunker.h"
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#endif
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#ifndef _MPOLYHEDRON_H_
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#include "math/mPolyhedron.h"
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#endif
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class GFont;
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// We enable the debug drawer for non-shipping
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// builds.... you better be using shipping builds
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// for your final release.
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#ifndef TORQUE_SHIPPING
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#define ENABLE_DEBUGDRAW
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#endif
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/// Debug output class.
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///
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/// This class provides you with a flexible means of drawing debug output. It is
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/// often useful when debugging collision code or complex 3d algorithms to have
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/// them draw debug information, like culling hulls or bounding volumes, normals,
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/// simple lines, and so forth. In TGE1.2, which was based directly on a simple
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/// OpenGL rendering layer, it was a simple matter to do debug rendering directly
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/// inline.
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///
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/// Unfortunately, this doesn't hold true with more complex rendering scenarios,
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/// where render modes and targets may be in abritrary states. In addition, it is
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/// often useful to be able to freeze frame debug information for closer inspection.
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///
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/// Therefore, Torque provides a global DebugDrawer instance, called gDebugDraw, which
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/// you can use to draw debug information. It exposes a number of methods for drawing
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/// a variety of debug primitives, including lines, triangles and boxes.
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/// Internally, DebugDrawer maintains a list of active debug primitives, and draws the
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/// contents of the list after each frame is done rendering. This way, you can be
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/// assured that your debug rendering won't interfere with TSE's various effect
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/// rendering passes or render-to-target calls.
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///
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/// The DebugDrawer can also be used for more interesting uses, like freezing its
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/// primitive list so you can look at a situation more closely, or dumping the
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/// primitive list to disk for closer analysis.
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///
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/// DebugDrawer is accessible by script under the name DebugDrawer, and by C++ under
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/// the symbol gDebugDraw. There are a variety of methods available for drawing
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/// different sorts of output; see the class reference for more information.
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///
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/// DebugDrawer works solely in worldspace. Primitives are rendered with cull mode of
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/// none.
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///
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class DebugDrawer : public SimObject
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{
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public:
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DECLARE_CONOBJECT(DebugDrawer);
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DebugDrawer();
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~DebugDrawer();
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static DebugDrawer* get();
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/// Called at engine init to set up the global debug draw object.
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static void init();
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/// Called globally to render debug draw state. Also does state updates.
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void render();
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void toggleFreeze() { shouldToggleFreeze = true; };
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void toggleDrawing()
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{
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#ifdef ENABLE_DEBUGDRAW
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isDrawing = !isDrawing;
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#endif
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};
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/// @name ddrawmeth Debug Draw Methods
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///
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/// @{
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void drawBox(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
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void drawLine(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
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void drawTri(const Point3F &a, const Point3F &b, const Point3F &c, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
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void drawText(const Point3F& pos, const String& text, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
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/// Render a wireframe view of the given polyhedron.
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void drawPolyhedron( const AnyPolyhedron& polyhedron, const ColorF& color = ColorF( 1.f, 1.f, 1.f ) );
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/// Render the plane indices, edge indices, edge direction indicators, and point coordinates
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/// of the given polyhedron for debugging.
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///
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/// Green lines are plane normals. Red lines point from edge midpoints along the edge direction (i.e. to the
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/// second vertex). This shows if the orientation is correct to yield CW ordering for face[0]. Indices and
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/// coordinates of vertices are shown in white. Plane indices are rendered in black. Edge indices and their
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/// plane indices are rendered in white.
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void drawPolyhedronDebugInfo( const AnyPolyhedron& polyhedron, const MatrixF& transform, const Point3F& scale );
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/// Set the TTL for the last item we entered...
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///
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/// Primitives default to lasting one frame (ie, ttl=0)
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enum {
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DD_INFINITE = U32_MAX
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};
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// How long should this primitive be draw for, 0 = one frame, DD_INFINITE = draw forever
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void setLastTTL(U32 ms);
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/// Disable/enable z testing on the last primitive.
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///
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/// Primitives default to z testing on.
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void setLastZTest(bool enabled);
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/// @}
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private:
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typedef SimObject Parent;
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static DebugDrawer* sgDebugDrawer;
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struct DebugPrim
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{
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/// Color used for this primitive.
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ColorF color;
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/// Points used to store positional data. Exact semantics determined by type.
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Point3F a, b, c;
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enum {
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Tri,
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Box,
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Line,
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Text
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} type; ///< Type of the primitive. The meanings of a,b,c are determined by this.
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SimTime dieTime; ///< Time at which we should remove this from the list.
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bool useZ; ///< If true, do z-checks for this primitive.
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char mText[256]; // Text to display
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DebugPrim *next;
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};
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FreeListChunker<DebugPrim> mPrimChunker;
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DebugPrim *mHead;
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bool isFrozen;
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bool shouldToggleFreeze;
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bool isDrawing;
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GFXStateBlockRef mRenderZOffSB;
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GFXStateBlockRef mRenderZOnSB;
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Resource<GFont> mFont;
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void setupStateBlocks();
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};
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#endif // _DEBUGDRAW_H_
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