mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
610 lines
17 KiB
C++
610 lines
17 KiB
C++
//-----------------------------------------------------------------------------
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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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#include "platform/platform.h"
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#include "gfx/sim/debugDraw.h"
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#include "gfx/gFont.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "math/mathUtils.h"
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#include "math/util/frustum.h"
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#include "console/console.h"
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#include "scene/sceneManager.h"
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#include "core/module.h"
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#include "console/engineAPI.h"
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#include "math/mPolyhedron.impl.h"
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MODULE_BEGIN( DebugDrawer )
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MODULE_INIT_AFTER( Sim )
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MODULE_INIT_AFTER( GFX )
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// DebugDrawer will register itself as a SimObject and
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// thus get automatically shut down with Sim.
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MODULE_INIT
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{
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DebugDrawer::init();
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}
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MODULE_END;
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DebugDrawer* DebugDrawer::sgDebugDrawer = NULL;
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IMPLEMENT_CONOBJECT(DebugDrawer);
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ConsoleDocClass( DebugDrawer,
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"@brief A debug helper for rendering debug primitives to the scene.\n\n"
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"The DebugDrawer is used to render debug primitives to the scene for testing. 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.\n\n"
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"A key feature of the DebugDrawer is that each primitive gets a \"time to live\" (TTL) "
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"which allows them to continue to render to the scene for a fixed period of time. You "
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"can freeze or resume the system at any time to allow you to examine the output.\n"
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"@tsexample\n"
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"DebugDraw.drawLine( %player.getMuzzlePoint( 0 ), %hitPoint );\n"
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"DebugDraw.setLastTTL( 5000 ); // 5 seconds.\n"
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"@endtsexample\n"
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"The DebugDrawer renders solely in world space and all primitives are rendered with the "
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"cull mode disabled.\n"
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"@note This feature can easily be used to cheat in online games, so you should be sure "
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"it is disabled in your shipping game. By default the DebugDrawer is disabled in all "
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"TORQUE_SHIPPING builds.\n"
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"@ingroup GFX\n" );
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DebugDrawer::DebugDrawer()
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{
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mHead = NULL;
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isFrozen = false;
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shouldToggleFreeze = false;
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#ifdef ENABLE_DEBUGDRAW
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isDrawing = true;
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#else
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isDrawing = false;
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#endif
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}
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DebugDrawer::~DebugDrawer()
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{
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if( sgDebugDrawer == this )
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sgDebugDrawer = NULL;
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}
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DebugDrawer* DebugDrawer::get()
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{
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if (sgDebugDrawer)
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{
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return sgDebugDrawer;
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} else {
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DebugDrawer::init();
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return sgDebugDrawer;
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}
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}
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void DebugDrawer::init()
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{
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#ifdef ENABLE_DEBUGDRAW
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sgDebugDrawer = new DebugDrawer();
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sgDebugDrawer->registerObject("DebugDraw");
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Sim::getRootGroup()->addObject( sgDebugDrawer );
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Con::warnf( "DebugDrawer Enabled!" );
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#endif
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}
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void DebugDrawer::setupStateBlocks()
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{
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GFXStateBlockDesc d;
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d.setCullMode(GFXCullNone);
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mRenderZOnSB = GFX->createStateBlock(d);
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d.setZReadWrite(false);
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mRenderZOffSB = GFX->createStateBlock(d);
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d.setCullMode(GFXCullCCW);
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d.setZReadWrite(true, false);
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d.setBlend(true);
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mRenderAlpha = GFX->createStateBlock(d);
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}
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void DebugDrawer::drawBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color)
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{
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Point3F point0(a.x, a.y, a.z);
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Point3F point1(a.x, b.y, a.z);
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Point3F point2(b.x, b.y, a.z);
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Point3F point3(b.x, a.y, a.z);
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Point3F point4(a.x, a.y, b.z);
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Point3F point5(a.x, b.y, b.z);
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Point3F point6(b.x, b.y, b.z);
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Point3F point7(b.x, a.y, b.z);
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// Draw one plane
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drawLine(point0, point1, color);
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drawLine(point1, point2, color);
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drawLine(point2, point3, color);
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drawLine(point3, point0, color);
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// Draw the other plane
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drawLine(point4, point5, color);
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drawLine(point5, point6, color);
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drawLine(point6, point7, color);
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drawLine(point7, point4, color);
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// Draw the connecting corners
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drawLine(point0, point4, color);
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drawLine(point1, point5, color);
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drawLine(point2, point6, color);
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drawLine(point3, point7, color);
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}
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void DebugDrawer::drawTransformedBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color, const MatrixF& transform)
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{
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Point3F point0(a.x, a.y, a.z);
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Point3F point1(a.x, b.y, a.z);
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Point3F point2(b.x, b.y, a.z);
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Point3F point3(b.x, a.y, a.z);
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Point3F point4(a.x, a.y, b.z);
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Point3F point5(a.x, b.y, b.z);
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Point3F point6(b.x, b.y, b.z);
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Point3F point7(b.x, a.y, b.z);
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transform.mulP(point0);
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transform.mulP(point1);
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transform.mulP(point2);
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transform.mulP(point3);
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transform.mulP(point4);
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transform.mulP(point5);
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transform.mulP(point6);
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transform.mulP(point7);
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// Draw one plane
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drawLine(point0, point1, color);
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drawLine(point1, point2, color);
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drawLine(point2, point3, color);
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drawLine(point3, point0, color);
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// Draw the other plane
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drawLine(point4, point5, color);
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drawLine(point5, point6, color);
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drawLine(point6, point7, color);
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drawLine(point7, point4, color);
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// Draw the connecting corners
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drawLine(point0, point4, color);
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drawLine(point1, point5, color);
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drawLine(point2, point6, color);
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drawLine(point3, point7, color);
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}
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void DebugDrawer::render(bool clear)
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{
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#ifdef ENABLE_DEBUGDRAW
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if(!isDrawing)
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return;
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GFXDEBUGEVENT_SCOPE( DebugDrawer, ColorI::GREEN );
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if (!mRenderZOnSB)
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{
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setupStateBlocks();
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String fontCacheDir = Con::getVariable("$GUI::fontCacheDirectory");
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mFont = GFont::create("Arial", 12, fontCacheDir);
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}
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SimTime curTime = Sim::getCurrentTime();
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for(DebugPrim **walk = &mHead; *walk; )
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{
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GFX->setupGenericShaders();
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DebugPrim *p = *walk;
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// Set up the state block...
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GFXStateBlockRef currSB;
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if(p->type==DebugPrim::Capsule){
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currSB = mRenderAlpha;
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}else if(p->useZ){
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currSB = mRenderZOnSB;
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}else{
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currSB = mRenderZOffSB;
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}
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GFX->setStateBlock( currSB );
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Point3F d;
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switch(p->type)
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{
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case DebugPrim::Tri:
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PrimBuild::begin( GFXLineStrip, 4);
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PrimBuild::color(p->color);
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PrimBuild::vertex3fv(p->a);
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PrimBuild::vertex3fv(p->b);
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PrimBuild::vertex3fv(p->c);
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PrimBuild::vertex3fv(p->a);
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PrimBuild::end();
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break;
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case DebugPrim::DirectionLine:
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{
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const static F32 ARROW_LENGTH = 0.2f, ARROW_RADIUS = 0.035f, CYLINDER_RADIUS = 0.008f;
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Point3F &start = p->a, &end = p->b;
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Point3F direction = end - start;
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F32 length = direction.len();
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if( length>ARROW_LENGTH ){
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//cylinder with arrow on end
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direction *= (1.0f/length);
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Point3F baseArrow = end - (direction*ARROW_LENGTH);
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GFX->getDrawUtil()->drawCone(currSB->getDesc(), baseArrow, end, ARROW_RADIUS, p->color);
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GFX->getDrawUtil()->drawCylinder(currSB->getDesc(), start, baseArrow, CYLINDER_RADIUS, p->color);
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}else if( length>0 ){
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//short, so just draw arrow
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GFX->getDrawUtil()->drawCone(currSB->getDesc(), start, end, ARROW_RADIUS, p->color);
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}
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}
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break;
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case DebugPrim::Capsule:
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GFX->getDrawUtil()->drawCapsule(currSB->getDesc(), p->a, p->b.x, p->b.y, p->color);
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break;
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case DebugPrim::OutlinedText:
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{
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GFXTransformSaver saver;
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Point3F result;
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if (MathUtils::mProjectWorldToScreen(p->a, &result, GFX->getViewport(), GFX->getWorldMatrix(), GFX->getProjectionMatrix()))
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{
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GFX->setClipRect(GFX->getViewport());
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Point2I where = Point2I(result.x, result.y);
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GFX->getDrawUtil()->setBitmapModulation(p->color2);
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GFX->getDrawUtil()->drawText(mFont, Point2I(where.x-1, where.y), p->mText);
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GFX->getDrawUtil()->drawText(mFont, Point2I(where.x+1, where.y), p->mText);
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GFX->getDrawUtil()->drawText(mFont, Point2I(where.x, where.y-1), p->mText);
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GFX->getDrawUtil()->drawText(mFont, Point2I(where.x, where.y+1), p->mText);
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GFX->getDrawUtil()->setBitmapModulation(p->color);
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GFX->getDrawUtil()->drawText(mFont, where, p->mText);
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}
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}
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break;
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case DebugPrim::Box:
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d = p->a - p->b;
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GFX->getDrawUtil()->drawCube(currSB->getDesc(), d * 0.5, (p->a + p->b) * 0.5, p->color);
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break;
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case DebugPrim::Line:
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PrimBuild::begin( GFXLineStrip, 2);
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PrimBuild::color(p->color);
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PrimBuild::vertex3fv(p->a);
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PrimBuild::vertex3fv(p->b);
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PrimBuild::end();
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break;
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case DebugPrim::Text:
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{
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GFXTransformSaver saver;
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Point3F result;
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if (MathUtils::mProjectWorldToScreen(p->a, &result, GFX->getViewport(), GFX->getWorldMatrix(), GFX->getProjectionMatrix()))
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{
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GFX->setClipRect(GFX->getViewport());
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GFX->getDrawUtil()->setBitmapModulation(p->color);
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GFX->getDrawUtil()->drawText(mFont, Point2I(result.x, result.y), p->mText);
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}
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}
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break;
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}
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// Ok, we've got data, now freeze here if needed.
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if (shouldToggleFreeze)
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{
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isFrozen = !isFrozen;
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shouldToggleFreeze = false;
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}
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if(clear && p->dieTime <= curTime && !isFrozen && p->dieTime != U32_MAX)
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{
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*walk = p->next;
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mPrimChunker.free(p);
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}
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else
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walk = &((*walk)->next);
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}
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#endif
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}
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void DebugDrawer::drawBox(const Point3F &a, const Point3F &b, const ColorF &color)
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{
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if(isFrozen || !isDrawing)
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return;
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DebugPrim *n = mPrimChunker.alloc();
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n->useZ = true;
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n->dieTime = 0;
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n->a = a;
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n->b = b;
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n->color = color;
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n->type = DebugPrim::Box;
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n->next = mHead;
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mHead = n;
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}
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void DebugDrawer::drawLine(const Point3F &a, const Point3F &b, const ColorF &color)
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{
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if(isFrozen || !isDrawing)
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return;
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DebugPrim *n = mPrimChunker.alloc();
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n->useZ = true;
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n->dieTime = 0;
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n->a = a;
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n->b = b;
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n->color = color;
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n->type = DebugPrim::Line;
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n->next = mHead;
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mHead = n;
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}
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void DebugDrawer::drawCapsule(const Point3F &a, const F32 &radius, const F32 &height, const ColorF &color)
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{
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if(isFrozen || !isDrawing)
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return;
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DebugPrim *n = mPrimChunker.alloc();
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n->useZ = true;
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n->dieTime = 0;
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n->a = a;
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n->b.x = radius;
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n->b.y = height;
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n->color = color;
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n->type = DebugPrim::Capsule;
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n->next = mHead;
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mHead = n;
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}
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void DebugDrawer::drawDirectionLine(const Point3F &a, const Point3F &b, const ColorF &color)
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{
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if(isFrozen || !isDrawing)
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return;
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DebugPrim *n = mPrimChunker.alloc();
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n->useZ = true;
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n->dieTime = 0;
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n->a = a;
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n->b = b;
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n->color = color;
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n->type = DebugPrim::DirectionLine;
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n->next = mHead;
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mHead = n;
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}
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void DebugDrawer::drawOutlinedText(const Point3F& pos, const String& text, const ColorF &color, const ColorF &colorOutline)
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{
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if(isFrozen || !isDrawing)
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return;
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DebugPrim *n = mPrimChunker.alloc();
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n->useZ = false;
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n->dieTime = 0;
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n->a = pos;
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n->color = color;
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n->color2 = colorOutline;
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dStrncpy(n->mText, text.c_str(), 256);
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n->type = DebugPrim::OutlinedText;
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n->next = mHead;
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mHead = n;
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}
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void DebugDrawer::drawTri(const Point3F &a, const Point3F &b, const Point3F &c, const ColorF &color)
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{
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if(isFrozen || !isDrawing)
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return;
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DebugPrim *n = mPrimChunker.alloc();
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n->useZ = true;
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n->dieTime = 0;
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n->a = a;
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n->b = b;
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n->c = c;
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n->color = color;
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n->type = DebugPrim::Tri;
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n->next = mHead;
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mHead = n;
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}
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void DebugDrawer::drawPolyhedron( const AnyPolyhedron& polyhedron, const ColorF& color )
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{
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const PolyhedronData::Edge* edges = polyhedron.getEdges();
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const Point3F* points = polyhedron.getPoints();
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const U32 numEdges = polyhedron.getNumEdges();
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for( U32 i = 0; i < numEdges; ++ i )
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{
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const PolyhedronData::Edge& edge = edges[ i ];
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drawLine( points[ edge.vertex[ 0 ] ], points[ edge.vertex[ 1 ] ], color );
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}
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}
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void DebugDrawer::drawPolyhedronDebugInfo( const AnyPolyhedron& polyhedron, const MatrixF& transform, const Point3F& scale )
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{
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Point3F center = polyhedron.getCenterPoint();
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center.convolve( scale );
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transform.mulP( center );
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// Render plane indices and normals.
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const U32 numPlanes = polyhedron.getNumPlanes();
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for( U32 i = 0; i < numPlanes; ++ i )
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{
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const AnyPolyhedron::PlaneType& plane = polyhedron.getPlanes()[ i ];
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Point3F planePos = plane.getPosition();
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planePos.convolve( scale );
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transform.mulP( planePos );
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Point3F normal = plane.getNormal();
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transform.mulV( normal );
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drawText( planePos, String::ToString( i ), ColorI::BLACK );
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drawLine( planePos, planePos + normal, ColorI::GREEN );
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}
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// Render edge indices and direction indicators.
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const U32 numEdges = polyhedron.getNumEdges();
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for( U32 i = 0; i < numEdges; ++ i )
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{
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const AnyPolyhedron::EdgeType& edge = polyhedron.getEdges()[ i ];
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Point3F v1 = polyhedron.getPoints()[ edge.vertex[ 0 ] ];
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Point3F v2 = polyhedron.getPoints()[ edge.vertex[ 1 ] ];
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v1.convolve( scale );
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v2.convolve( scale );
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transform.mulP( v1 );
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transform.mulP( v2 );
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const Point3F midPoint = v1 + ( v2 - v1 ) / 2.f;
|
|
|
|
drawText( midPoint, String::ToString( "%i (%i, %i)", i, edge.face[ 0 ], edge.face[ 1 ] ), ColorI::WHITE );
|
|
|
|
// Push out the midpoint away from the center to place the direction indicator.
|
|
|
|
Point3F pushDir = midPoint - center;
|
|
pushDir.normalize();
|
|
const Point3F dirPoint = midPoint + pushDir;
|
|
const Point3F lineDir = ( v2 - v1 ) / 2.f;
|
|
|
|
drawLine( dirPoint, dirPoint + lineDir, ColorI::RED );
|
|
}
|
|
|
|
// Render point indices and coordinates.
|
|
|
|
const U32 numPoints = polyhedron.getNumPoints();
|
|
for( U32 i = 0; i < numPoints; ++ i )
|
|
{
|
|
Point3F p = polyhedron.getPoints()[ i ];
|
|
|
|
p.convolve( scale );
|
|
transform.mulP( p );
|
|
|
|
drawText( p, String::ToString( "%i: (%.2f, %.2f, %.2f)", i, p.x, p.y, p.z ), ColorF::WHITE );
|
|
}
|
|
}
|
|
|
|
void DebugDrawer::drawText(const Point3F& pos, const String& text, const ColorF &color)
|
|
{
|
|
if(isFrozen || !isDrawing)
|
|
return;
|
|
|
|
DebugPrim *n = mPrimChunker.alloc();
|
|
|
|
n->useZ = false;
|
|
n->dieTime = 0;
|
|
n->a = pos;
|
|
n->color = color;
|
|
dStrncpy(n->mText, text.c_str(), 256);
|
|
n->type = DebugPrim::Text;
|
|
|
|
n->next = mHead;
|
|
mHead = n;
|
|
}
|
|
|
|
void DebugDrawer::setLastTTL(U32 ms)
|
|
{
|
|
AssertFatal(mHead, "Tried to set last with nothing in the list!");
|
|
if (ms != U32_MAX)
|
|
mHead->dieTime = Sim::getCurrentTime() + ms;
|
|
else
|
|
mHead->dieTime = U32_MAX;
|
|
}
|
|
|
|
void DebugDrawer::setLastZTest(bool enabled)
|
|
{
|
|
AssertFatal(mHead, "Tried to set last with nothing in the list!");
|
|
mHead->useZ = enabled;
|
|
}
|
|
|
|
DefineEngineMethod( DebugDrawer, drawLine, void, ( Point3F a, Point3F b, ColorF color ), ( ColorF::WHITE ),
|
|
"Draws a line primitive between two 3d points." )
|
|
{
|
|
object->drawLine( a, b, color );
|
|
}
|
|
|
|
DefineEngineMethod( DebugDrawer, drawBox, void, ( Point3F a, Point3F b, ColorF color ), ( ColorF::WHITE ),
|
|
"Draws an axis aligned box primitive within the two 3d points." )
|
|
{
|
|
object->drawBox( a, b, color );
|
|
}
|
|
|
|
DefineEngineMethod( DebugDrawer, setLastTTL, void, ( U32 ms ),,
|
|
"Sets the \"time to live\" (TTL) for the last rendered primitive." )
|
|
{
|
|
object->setLastTTL( ms );
|
|
}
|
|
|
|
DefineEngineMethod( DebugDrawer, setLastZTest, void, ( bool enabled ),,
|
|
"Sets the z buffer reading state for the last rendered primitive." )
|
|
{
|
|
object->setLastZTest( enabled );
|
|
}
|
|
|
|
DefineEngineMethod( DebugDrawer, toggleFreeze, void, (),,
|
|
"Toggles freeze mode which keeps the currently rendered primitives from expiring." )
|
|
{
|
|
object->toggleFreeze();
|
|
}
|
|
|
|
DefineEngineMethod( DebugDrawer, toggleDrawing, void, (),,
|
|
"Toggles the rendering of DebugDrawer primitives." )
|
|
{
|
|
object->toggleDrawing();
|
|
}
|
|
|