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https://github.com/TorqueGameEngines/Torque3D.git
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Added navmesh wrapper code and module.
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244
Engine/source/navigation/duDebugDrawTorque.cpp
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244
Engine/source/navigation/duDebugDrawTorque.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2013 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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#include "torqueRecast.h"
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#include "duDebugDrawTorque.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxStateBlock.h"
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/// @class duDebugDrawTorque
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/// This class uses the primitive builder (gfx/primBuild.h) to render navmeshes
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/// and other Recast data. To facilitate the primbuilder's requirement to know
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/// the number of vertices to render beforehand, this class stores all vertices
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/// in a buffer of its own, then passes on that known-size buffer.
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/// This means that you only need to call the duDebugDraw functions when your
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/// data changes. At other times, you can cache the duDebugDrawTorque object
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/// and call its render() method, which actually renders its buffered data.
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duDebugDrawTorque::duDebugDrawTorque()
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{
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mOverrideColor = 0;
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mOverride = false;
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mGroup = 0;
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}
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duDebugDrawTorque::~duDebugDrawTorque()
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{
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clear();
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}
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void duDebugDrawTorque::depthMask(bool state)
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{
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mDesc.setZReadWrite(state, state);
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}
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void duDebugDrawTorque::texture(bool state)
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{
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}
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/// Begin drawing primitives.
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/// @param prim [in] primitive type to draw, one of rcDebugDrawPrimitives.
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/// @param size [in] size of a primitive, applies to point size and line width only.
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void duDebugDrawTorque::begin(duDebugDrawPrimitives prim, float size)
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{
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mCurrColor = -1;
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mQuadsMode = false;
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mVertCount = 0;
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mPrimType = 0;
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switch(prim)
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{
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case DU_DRAW_POINTS: mPrimType = GFXPointList; break;
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case DU_DRAW_LINES: mPrimType = GFXLineList; break;
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case DU_DRAW_TRIS: mPrimType = GFXTriangleList; break;
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case DU_DRAW_QUADS: mPrimType = GFXTriangleList;
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mQuadsMode = true; break;
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}
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mBuffers.push_back(Buffer(mPrimType));
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mBuffers.last().group = mGroup;
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mDesc.setCullMode(GFXCullNone);
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mDesc.setBlend(true);
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}
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void duDebugDrawTorque::beginGroup(U32 group)
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{
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mGroup = group;
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}
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/// Submit a vertex
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/// @param pos [in] position of the verts.
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/// @param color [in] color of the verts.
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void duDebugDrawTorque::vertex(const float* pos, unsigned int color)
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{
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vertex(pos[0], pos[1], pos[2], color);
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}
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/// Submit a vertex
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/// @param x,y,z [in] position of the verts.
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/// @param color [in] color of the verts.
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void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color)
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{
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if(mQuadsMode)
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{
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if(mVertCount == 3)
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{
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_vertex(x, -z, y, color);
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_vertex(mStore[0][0], mStore[0][1], mStore[0][2], color);
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_vertex(mStore[1][0], mStore[1][1], mStore[1][2], color);
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_vertex(mStore[1][0], mStore[1][1], mStore[1][2], color);
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_vertex(mStore[2][0], mStore[2][1], mStore[2][2], color);
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_vertex(x, -z, y, color);
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mVertCount = 0;
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}
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else
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{
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mStore[mVertCount][0] = x;
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mStore[mVertCount][1] = -z;
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mStore[mVertCount][2] = y;
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mVertCount++;
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}
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}
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else
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{
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_vertex(x, -z, y, color);
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}
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}
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/// Submit a vertex
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/// @param pos [in] position of the verts.
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/// @param color [in] color of the verts.
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void duDebugDrawTorque::vertex(const float* pos, unsigned int color, const float* uv)
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{
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vertex(pos[0], pos[1], pos[2], color);
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}
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/// Submit a vertex
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/// @param x,y,z [in] position of the verts.
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/// @param color [in] color of the verts.
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void duDebugDrawTorque::vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v)
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{
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vertex(x, y, z, color);
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}
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/// Push a vertex onto the buffer.
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void duDebugDrawTorque::_vertex(const float x, const float y, const float z, unsigned int color)
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{
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// Use override color if we must.
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//if(mOverride)
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//color = mOverrideColor;
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if(mCurrColor != color || !mBuffers.last().buffer.size())
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{
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U8 r, g, b, a;
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// Convert color integer to components.
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rcCol(color, r, g, b, a);
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mBuffers.last().buffer.push_back(Instruction(r, g, b, a));
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mCurrColor = color;
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}
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// Construct vertex data.
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mBuffers.last().buffer.push_back(Instruction(x, y, z));
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}
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/// End drawing primitives.
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void duDebugDrawTorque::end()
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{
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}
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void duDebugDrawTorque::overrideColor(unsigned int col)
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{
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mOverride = true;
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mOverrideColor = col;
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}
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void duDebugDrawTorque::cancelOverride()
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{
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mOverride = false;
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}
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void duDebugDrawTorque::renderBuffer(Buffer &b)
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{
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PrimBuild::begin(b.primType, b.buffer.size());
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Vector<Instruction> &buf = b.buffer;
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for(U32 i = 0; i < buf.size(); i++)
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{
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switch(buf[i].type)
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{
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case Instruction::POINT:
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PrimBuild::vertex3f(buf[i].data.point.x,
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buf[i].data.point.y,
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buf[i].data.point.z);
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break;
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case Instruction::COLOR:
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if(mOverride)
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break;
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PrimBuild::color4i(buf[i].data.color.r,
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buf[i].data.color.g,
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buf[i].data.color.b,
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buf[i].data.color.a);
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break;
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}
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}
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PrimBuild::end();
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}
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void duDebugDrawTorque::render()
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{
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GFXStateBlockRef sb = GFX->createStateBlock(mDesc);
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GFX->setStateBlock(sb);
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// Use override color for all rendering.
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if(mOverride)
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{
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U8 r, g, b, a;
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rcCol(mOverrideColor, r, g, b, a);
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PrimBuild::color4i(r, g, b, a);
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}
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for(U32 b = 0; b < mBuffers.size(); b++)
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{
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renderBuffer(mBuffers[b]);
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}
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}
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void duDebugDrawTorque::renderGroup(U32 group)
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{
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GFXStateBlockRef sb = GFX->createStateBlock(mDesc);
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GFX->setStateBlock(sb);
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// Use override color for all rendering.
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if(mOverride)
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{
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U8 r, g, b, a;
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rcCol(mOverrideColor, r, g, b, a);
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PrimBuild::color4i(r, g, b, a);
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}
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for(U32 b = 0; b < mBuffers.size(); b++)
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{
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if(mBuffers[b].group == group)
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renderBuffer(mBuffers[b]);
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}
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}
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void duDebugDrawTorque::clear()
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{
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for(U32 b = 0; b < mBuffers.size(); b++)
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mBuffers[b].buffer.clear();
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mBuffers.clear();
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}
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