Add support for debug shapes preview in prefab editor window

This commit is contained in:
Wojtek Figat
2021-02-17 17:23:43 +01:00
parent 580e08b6ab
commit 978ee84aea
6 changed files with 213 additions and 68 deletions

View File

@@ -2,6 +2,8 @@
#include "EditorScene.h"
#include "Engine/Debug/DebugDraw.h"
EditorScene::EditorScene(const SpawnParams& params)
: Scene(params)
{

View File

@@ -427,7 +427,7 @@ namespace FlaxEditor.Viewport
{
fixed (IntPtr* actors = _debugDrawData.ActorsPtrs)
{
DebugDraw.DrawActors(new IntPtr(actors), _debugDrawData.ActorsCount);
DebugDraw.DrawActors(new IntPtr(actors), _debugDrawData.ActorsCount, true);
}
}

View File

@@ -37,6 +37,8 @@ namespace FlaxEditor.Viewport
private ViewportWidgetButton _rotateSnapping;
private ViewportWidgetButton _scaleSnapping;
private readonly ViewportDebugDrawData _debugDrawData = new ViewportDebugDrawData(32);
private IntPtr _debugDrawContext;
private readonly DragAssets _dragAssets = new DragAssets(ValidateDragItem);
private readonly DragActorType _dragActorType = new DragActorType(ValidateDragActorType);
private readonly DragHandlers _dragHandlers = new DragHandlers();
@@ -56,6 +58,11 @@ namespace FlaxEditor.Viewport
/// </summary>
public EditorPrimitives EditorPrimitives;
/// <summary>
/// Gets or sets a value indicating whether draw <see cref="DebugDraw"/> shapes.
/// </summary>
public bool DrawDebugDraw = true;
/// <summary>
/// Initializes a new instance of the <see cref="PrefabWindowViewport"/> class.
/// </summary>
@@ -67,10 +74,13 @@ namespace FlaxEditor.Viewport
_window.SelectionChanged += OnSelectionChanged;
Undo = window.Undo;
ViewportCamera = new FPSCamera();
_debugDrawContext = DebugDraw.AllocateContext();
// Prepare rendering task
Task.ActorsSource = ActorsSources.CustomActors;
Task.ViewFlags = ViewFlags.DefaultEditor & ~ViewFlags.EditorSprites;
Task.Begin += OnBegin;
Task.CollectDrawCalls += OnCollectDrawCalls;
Task.PostRender += OnPostRender;
// Create post effects
@@ -214,6 +224,27 @@ namespace FlaxEditor.Viewport
}
}
private void OnBegin(RenderTask task, GPUContext context)
{
_debugDrawData.Clear();
// Collect selected objects debug shapes and visuals
var selectedParents = TransformGizmo.SelectedParents;
if (selectedParents.Count > 0)
{
for (int i = 0; i < selectedParents.Count; i++)
{
if (selectedParents[i].IsActiveInHierarchy)
selectedParents[i].OnDebugDraw(_debugDrawData);
}
}
}
private void OnCollectDrawCalls(RenderContext renderContext)
{
_debugDrawData.OnDraw(ref renderContext);
}
private void OnPostRender(GPUContext context, RenderContext renderContext)
{
if (renderContext.View.Mode != ViewMode.Default)
@@ -222,7 +253,24 @@ namespace FlaxEditor.Viewport
// Render editor primitives, gizmo and debug shapes in debug view modes
// Note: can use Output buffer as both input and output because EditorPrimitives is using a intermediate buffers
EditorPrimitives.Render(context, ref renderContext, task.Output, task.Output);
if (EditorPrimitives && EditorPrimitives.CanRender)
{
EditorPrimitives.Render(context, ref renderContext, task.Output, task.Output);
}
// Render selection outline
if (SelectionOutline && SelectionOutline.CanRender)
{
// Use temporary intermediate buffer
var desc = task.Output.Description;
var temp = RenderTargetPool.Get(ref desc);
SelectionOutline.Render(context, ref renderContext, task.Output, temp);
// Copy the results back to the output
context.CopyTexture(task.Output, 0, 0, 0, 0, temp, 0);
RenderTargetPool.Release(temp);
}
}
}
@@ -800,6 +848,11 @@ namespace FlaxEditor.Viewport
/// <inheritdoc />
public override void OnDestroy()
{
if (_debugDrawContext != IntPtr.Zero)
{
DebugDraw.FreeContext(_debugDrawContext);
_debugDrawContext = IntPtr.Zero;
}
FlaxEngine.Object.Destroy(ref SelectionOutline);
FlaxEngine.Object.Destroy(ref EditorPrimitives);
@@ -809,6 +862,21 @@ namespace FlaxEditor.Viewport
/// <inheritdoc />
public void DrawEditorPrimitives(GPUContext context, ref RenderContext renderContext, GPUTexture target, GPUTexture targetDepth)
{
// Draw selected objects debug shapes and visuals
if (DrawDebugDraw && (renderContext.View.Flags & ViewFlags.DebugDraw) == ViewFlags.DebugDraw)
{
DebugDraw.SetContext(_debugDrawContext);
DebugDraw.UpdateContext(_debugDrawContext, 1.0f / Engine.FramesPerSecond);
unsafe
{
fixed (IntPtr* actors = _debugDrawData.ActorsPtrs)
{
DebugDraw.DrawActors(new IntPtr(actors), _debugDrawData.ActorsCount, false);
}
}
DebugDraw.Draw(ref renderContext, target.View(), targetDepth.View(), true);
DebugDraw.SetContext(IntPtr.Zero);
}
}
}
}

View File

@@ -10,6 +10,7 @@ using FlaxEditor.SceneGraph;
using FlaxEditor.Viewport;
using FlaxEngine;
using FlaxEngine.GUI;
using Object = FlaxEngine.Object;
namespace FlaxEditor.Windows.Assets
{
@@ -22,7 +23,7 @@ namespace FlaxEditor.Windows.Assets
{
private readonly SplitPanel _split1;
private readonly SplitPanel _split2;
private TextBox _searchBox;
private readonly TextBox _searchBox;
private readonly PrefabTree _tree;
private readonly PrefabWindowViewport _viewport;
private readonly CustomEditorPresenter _propertiesEditor;

View File

@@ -205,20 +205,30 @@ struct DebugDrawData
}
};
DebugDrawData DebugDrawDefault;
DebugDrawData DebugDrawDepthTest;
AssetReference<Shader> DebugDrawShader;
PsData DebugDrawPsLinesDefault;
PsData DebugDrawPsLinesDepthTest;
PsData DebugDrawPsWireTrianglesDefault;
PsData DebugDrawPsWireTrianglesDepthTest;
PsData DebugDrawPsTrianglesDefault;
PsData DebugDrawPsTrianglesDepthTest;
DynamicVertexBuffer* DebugDrawVB = nullptr;
Vector3 SphereCache[DEBUG_DRAW_SPHERE_VERTICES];
Vector3 CircleCache[DEBUG_DRAW_CIRCLE_VERTICES];
Vector3 CylinderCache[DEBUG_DRAW_CYLINDER_VERTICES];
Array<Vector3> SphereTriangleCache;
struct DebugDrawContext
{
DebugDrawData DebugDrawDefault;
DebugDrawData DebugDrawDepthTest;
};
namespace
{
DebugDrawContext GlobalContext;
DebugDrawContext* Context;
AssetReference<Shader> DebugDrawShader;
PsData DebugDrawPsLinesDefault;
PsData DebugDrawPsLinesDepthTest;
PsData DebugDrawPsWireTrianglesDefault;
PsData DebugDrawPsWireTrianglesDepthTest;
PsData DebugDrawPsTrianglesDefault;
PsData DebugDrawPsTrianglesDepthTest;
DynamicVertexBuffer* DebugDrawVB = nullptr;
Vector3 SphereCache[DEBUG_DRAW_SPHERE_VERTICES];
Vector3 CircleCache[DEBUG_DRAW_CIRCLE_VERTICES];
Vector3 CylinderCache[DEBUG_DRAW_CYLINDER_VERTICES];
Array<Vector3> SphereTriangleCache;
};
extern int32 BoxTrianglesIndicesCache[];
struct DebugDrawCall
@@ -307,6 +317,8 @@ DebugDrawService DebugDrawServiceInstance;
bool DebugDrawService::Init()
{
Context = &GlobalContext;
// Init wireframe sphere cache
int32 index = 0;
float step = TWO_PI / DEBUG_DRAW_SPHERE_RESOLUTION;
@@ -436,8 +448,8 @@ void DebugDrawService::Update()
// Special case for Null renderer
if (GPUDevice::Instance->GetRendererType() == RendererType::Null)
{
DebugDrawDefault.Clear();
DebugDrawDepthTest.Clear();
GlobalContext.DebugDrawDefault.Clear();
GlobalContext.DebugDrawDepthTest.Clear();
return;
}
@@ -445,8 +457,8 @@ void DebugDrawService::Update()
// Update lists
const float deltaTime = Time::Update.DeltaTime.GetTotalSeconds();
DebugDrawDefault.Update(deltaTime);
DebugDrawDepthTest.Update(deltaTime);
GlobalContext.DebugDrawDefault.Update(deltaTime);
GlobalContext.DebugDrawDepthTest.Update(deltaTime);
// Check if need to setup a resources
if (DebugDrawShader == nullptr)
@@ -501,8 +513,8 @@ void DebugDrawService::Update()
void DebugDrawService::Dispose()
{
// Clear lists
DebugDrawDefault.Release();
DebugDrawDepthTest.Release();
GlobalContext.DebugDrawDefault.Release();
GlobalContext.DebugDrawDepthTest.Release();
// Release resources
SphereTriangleCache.Resize(0);
@@ -516,13 +528,41 @@ void DebugDrawService::Dispose()
DebugDrawShader = nullptr;
}
#if USE_EDITOR
void* DebugDraw::AllocateContext()
{
auto context = (DebugDrawContext*)Allocator::Allocate(sizeof(DebugDrawContext));
Memory::ConstructItem(context);
return context;
}
void DebugDraw::FreeContext(void* context)
{
Memory::DestructItem((DebugDrawContext*)context);
Allocator::Free(context);
}
void DebugDraw::UpdateContext(void* context, float deltaTime)
{
((DebugDrawContext*)context)->DebugDrawDefault.Update(deltaTime);
((DebugDrawContext*)context)->DebugDrawDepthTest.Update(deltaTime);
}
void DebugDraw::SetContext(void* context)
{
Context = context ? (DebugDrawContext*)context : &GlobalContext;
}
#endif
void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTextureView* depthBuffer, bool enableDepthTest)
{
PROFILE_GPU_CPU("Debug Draw");
// Ensure to have shader loaded and any lines to render
const int32 debugDrawDepthTestCount = DebugDrawDepthTest.Count();
const int32 debugDrawDefaultCount = DebugDrawDefault.Count();
const int32 debugDrawDepthTestCount = Context->DebugDrawDepthTest.Count();
const int32 debugDrawDefaultCount = Context->DebugDrawDefault.Count();
if (DebugDrawShader == nullptr || !DebugDrawShader->IsLoaded() || debugDrawDepthTestCount + debugDrawDefaultCount == 0)
return;
if (renderContext.Buffers == nullptr || !DebugDrawVB)
@@ -539,12 +579,12 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
#endif
DebugDrawVB->Clear();
int32 vertexCounter = 0;
const DebugDrawCall depthTestLines = WriteLists(vertexCounter, DebugDrawDepthTest.DefaultLines, DebugDrawDepthTest.OneFrameLines);
const DebugDrawCall defaultLines = WriteLists(vertexCounter, DebugDrawDefault.DefaultLines, DebugDrawDefault.OneFrameLines);
const DebugDrawCall depthTestTriangles = WriteLists(vertexCounter, DebugDrawDepthTest.DefaultTriangles, DebugDrawDepthTest.OneFrameTriangles);
const DebugDrawCall defaultTriangles = WriteLists(vertexCounter, DebugDrawDefault.DefaultTriangles, DebugDrawDefault.OneFrameTriangles);
const DebugDrawCall depthTestWireTriangles = WriteLists(vertexCounter, DebugDrawDepthTest.DefaultWireTriangles, DebugDrawDepthTest.OneFrameWireTriangles);
const DebugDrawCall defaultWireTriangles = WriteLists(vertexCounter, DebugDrawDefault.DefaultWireTriangles, DebugDrawDefault.OneFrameWireTriangles);
const DebugDrawCall depthTestLines = WriteLists(vertexCounter, Context->DebugDrawDepthTest.DefaultLines, Context->DebugDrawDepthTest.OneFrameLines);
const DebugDrawCall defaultLines = WriteLists(vertexCounter, Context->DebugDrawDefault.DefaultLines, Context->DebugDrawDefault.OneFrameLines);
const DebugDrawCall depthTestTriangles = WriteLists(vertexCounter, Context->DebugDrawDepthTest.DefaultTriangles, Context->DebugDrawDepthTest.OneFrameTriangles);
const DebugDrawCall defaultTriangles = WriteLists(vertexCounter, Context->DebugDrawDefault.DefaultTriangles, Context->DebugDrawDefault.OneFrameTriangles);
const DebugDrawCall depthTestWireTriangles = WriteLists(vertexCounter, Context->DebugDrawDepthTest.DefaultWireTriangles, Context->DebugDrawDepthTest.OneFrameWireTriangles);
const DebugDrawCall defaultWireTriangles = WriteLists(vertexCounter, Context->DebugDrawDefault.DefaultWireTriangles, Context->DebugDrawDefault.OneFrameWireTriangles);
DebugDrawVB->Flush(context);
#if COMPILE_WITH_PROFILER
ProfilerCPU::EndEvent(updateBufferProfileKey);
@@ -580,7 +620,7 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
context->BindVB(ToSpan(&vb, 1));
context->Draw(depthTestLines.StartVertex, depthTestLines.VertexCount);
}
// Wire Triangles
if (depthTestWireTriangles.VertexCount)
{
@@ -636,9 +676,10 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
#undef DRAW
}
void DebugDraw::DrawActors(Actor** selectedActors, int32 selectedActorsCount)
void DebugDraw::DrawActors(Actor** selectedActors, int32 selectedActorsCount, bool drawScenes)
{
PROFILE_CPU();
if (selectedActors)
{
for (int32 i = 0; i < selectedActorsCount; i++)
@@ -649,16 +690,19 @@ void DebugDraw::DrawActors(Actor** selectedActors, int32 selectedActorsCount)
}
}
Function<bool(Actor*)> function = [](Actor* actor)-> bool
if (drawScenes)
{
if (actor->IsActiveInHierarchy())
Function<bool(Actor*)> function = [](Actor* actor)-> bool
{
actor->OnDebugDraw();
return true;
}
return false;
};
SceneQuery::TreeExecute(function);
if (actor->IsActiveInHierarchy())
{
actor->OnDebugDraw();
return true;
}
return false;
};
SceneQuery::TreeExecute(function);
}
}
void DebugDraw::DrawLine(const Vector3& start, const Vector3& end, const Color& color, float duration, bool depthTest)
@@ -668,9 +712,9 @@ void DebugDraw::DrawLine(const Vector3& start, const Vector3& end, const Color&
// Add line
if (depthTest)
DebugDrawDepthTest.Add(l);
Context->DebugDrawDepthTest.Add(l);
else
DebugDrawDefault.Add(l);
Context->DebugDrawDefault.Add(l);
}
void DebugDraw::DrawLines(const Span<Vector3>& lines, const Matrix& transform, const Color& color, float duration, bool depthTest)
@@ -688,10 +732,10 @@ void DebugDraw::DrawLines(const Span<Vector3>& lines, const Matrix& transform, c
const Vector3* p = lines.Get();
Array<DebugLine>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultLines : &DebugDrawDepthTest.OneFrameLines;
if (depthTest)
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultLines : &Context->DebugDrawDepthTest.OneFrameLines;
else
list = duration > 0 ? &DebugDrawDefault.DefaultLines : &DebugDrawDefault.OneFrameLines;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultLines : &Context->DebugDrawDefault.OneFrameLines;
list->EnsureCapacity(list->Count() + lines.Length());
for (int32 i = 0; i < lines.Length(); i += 2)
@@ -707,9 +751,9 @@ void DebugDraw::DrawBezier(const Vector3& p1, const Vector3& p2, const Vector3&
// Create draw call entry
Array<DebugLine>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultLines : &DebugDrawDepthTest.OneFrameLines;
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultLines : &Context->DebugDrawDepthTest.OneFrameLines;
else
list = duration > 0 ? &DebugDrawDefault.DefaultLines : &DebugDrawDefault.OneFrameLines;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultLines : &Context->DebugDrawDefault.OneFrameLines;
DebugLine l = { p1, Vector3::Zero, Color32(color), duration };
// Find amount of segments to use
@@ -731,7 +775,7 @@ void DebugDraw::DrawBezier(const Vector3& p1, const Vector3& p2, const Vector3&
}
}
#define DRAW_WIRE_BOX_LINE(i0, i1, list) l.Start = corners[i0]; l.End = corners[i1]; list.Add(l)
#define DRAW_WIRE_BOX_LINE(i0, i1, list) l.Start = corners[i0]; l.End = corners[i1]; Context->list.Add(l)
#define DRAW_WIRE_BOX(list) \
DRAW_WIRE_BOX_LINE(0, 1, list); \
DRAW_WIRE_BOX_LINE(0, 3, list); \
@@ -818,7 +862,7 @@ void DebugDraw::DrawWireSphere(const BoundingSphere& sphere, const Color& color,
{
l.Start = sphere.Center + SphereCache[i++] * sphere.Radius;
l.End = sphere.Center + SphereCache[i++] * sphere.Radius;
DebugDrawDepthTest.Add(l);
Context->DebugDrawDepthTest.Add(l);
}
}
else
@@ -827,7 +871,7 @@ void DebugDraw::DrawWireSphere(const BoundingSphere& sphere, const Color& color,
{
l.Start = sphere.Center + SphereCache[i++] * sphere.Radius;
l.End = sphere.Center + SphereCache[i++] * sphere.Radius;
DebugDrawDefault.Add(l);
Context->DebugDrawDefault.Add(l);
}
}
}
@@ -840,9 +884,9 @@ void DebugDraw::DrawSphere(const BoundingSphere& sphere, const Color& color, flo
Array<DebugTriangle>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultTriangles : &DebugDrawDepthTest.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultTriangles : &Context->DebugDrawDepthTest.OneFrameTriangles;
else
list = duration > 0 ? &DebugDrawDefault.DefaultTriangles : &DebugDrawDefault.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultTriangles : &Context->DebugDrawDefault.OneFrameTriangles;
list->EnsureCapacity(list->Count() + SphereTriangleCache.Count());
for (int32 i = 0; i < SphereTriangleCache.Count();)
@@ -899,11 +943,11 @@ void DebugDraw::DrawTriangle(const Vector3& v0, const Vector3& v1, const Vector3
if (depthTest)
{
DebugDrawDepthTest.Add(t);
Context->DebugDrawDepthTest.Add(t);
}
else
{
DebugDrawDefault.Add(t);
Context->DebugDrawDefault.Add(t);
}
}
@@ -917,9 +961,9 @@ void DebugDraw::DrawTriangles(const Span<Vector3>& vertices, const Color& color,
Array<DebugTriangle>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultTriangles : &DebugDrawDepthTest.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultTriangles : &Context->DebugDrawDepthTest.OneFrameTriangles;
else
list = duration > 0 ? &DebugDrawDefault.DefaultTriangles : &DebugDrawDefault.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultTriangles : &Context->DebugDrawDefault.OneFrameTriangles;
list->EnsureCapacity(list->Count() + vertices.Length() / 3);
for (int32 i = 0; i < vertices.Length();)
@@ -946,9 +990,9 @@ void DebugDraw::DrawTriangles(const Span<Vector3>& vertices, const Span<int32>&
Array<DebugTriangle>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultTriangles : &DebugDrawDepthTest.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultTriangles : &Context->DebugDrawDepthTest.OneFrameTriangles;
else
list = duration > 0 ? &DebugDrawDefault.DefaultTriangles : &DebugDrawDefault.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultTriangles : &Context->DebugDrawDefault.OneFrameTriangles;
list->EnsureCapacity(list->Count() + indices.Length() / 3);
for (int32 i = 0; i < indices.Length();)
@@ -975,9 +1019,9 @@ void DebugDraw::DrawWireTriangles(const Span<Vector3>& vertices, const Color& co
Array<DebugTriangle>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultWireTriangles : &DebugDrawDepthTest.OneFrameWireTriangles;
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultWireTriangles : &Context->DebugDrawDepthTest.OneFrameWireTriangles;
else
list = duration > 0 ? &DebugDrawDefault.DefaultWireTriangles : &DebugDrawDefault.OneFrameWireTriangles;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultWireTriangles : &Context->DebugDrawDefault.OneFrameWireTriangles;
list->EnsureCapacity(list->Count() + vertices.Length() / 3);
for (int32 i = 0; i < vertices.Length();)
@@ -1004,9 +1048,9 @@ void DebugDraw::DrawWireTriangles(const Span<Vector3>& vertices, const Span<int3
Array<DebugTriangle>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultWireTriangles : &DebugDrawDepthTest.OneFrameWireTriangles;
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultWireTriangles : &Context->DebugDrawDepthTest.OneFrameWireTriangles;
else
list = duration > 0 ? &DebugDrawDefault.DefaultWireTriangles : &DebugDrawDefault.OneFrameWireTriangles;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultWireTriangles : &Context->DebugDrawDefault.OneFrameWireTriangles;
list->EnsureCapacity(list->Count() + indices.Length() / 3);
for (int32 i = 0; i < indices.Length();)
@@ -1192,9 +1236,9 @@ void DebugDraw::DrawBox(const BoundingBox& box, const Color& color, float durati
t.TimeLeft = duration;
Array<DebugTriangle>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultTriangles : &DebugDrawDepthTest.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultTriangles : &Context->DebugDrawDepthTest.OneFrameTriangles;
else
list = duration > 0 ? &DebugDrawDefault.DefaultTriangles : &DebugDrawDefault.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultTriangles : &Context->DebugDrawDefault.OneFrameTriangles;
list->EnsureCapacity(list->Count() + 36);
for (int i0 = 0; i0 < 36;)
{
@@ -1218,9 +1262,9 @@ void DebugDraw::DrawBox(const OrientedBoundingBox& box, const Color& color, floa
t.TimeLeft = duration;
Array<DebugTriangle>* list;
if (depthTest)
list = duration > 0 ? &DebugDrawDepthTest.DefaultTriangles : &DebugDrawDepthTest.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDepthTest.DefaultTriangles : &Context->DebugDrawDepthTest.OneFrameTriangles;
else
list = duration > 0 ? &DebugDrawDefault.DefaultTriangles : &DebugDrawDefault.OneFrameTriangles;
list = duration > 0 ? &Context->DebugDrawDefault.DefaultTriangles : &Context->DebugDrawDefault.OneFrameTriangles;
list->EnsureCapacity(list->Count() + 36);
for (int i0 = 0; i0 < 36;)
{

View File

@@ -23,6 +23,35 @@ API_CLASS(Static) class FLAXENGINE_API DebugDraw
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(DebugDraw);
#if USE_EDITOR
/// <summary>
/// Allocates the context for Debug Drawing. Can be use to redirect debug shapes collecting to a separate container (instead of global state).
/// </summary>
/// <returns>The context object. Release it wil FreeContext. Returns null if failed.</returns>
API_FUNCTION() static void* AllocateContext();
/// <summary>
/// Frees the context for Debug Drawing.
/// </summary>
/// <param name="context">The context.</param>
API_FUNCTION() static void FreeContext(void* context);
/// <summary>
/// Updates the context for Debug Drawing.
/// </summary>
/// <param name="context">The context.</param>
/// <param name="deltaTime">The update delta time (in seconds).</param>
API_FUNCTION() static void UpdateContext(void* context, float deltaTime);
/// <summary>
/// Sets the context for Debug Drawing to a custom or null to use global default.
/// </summary>
/// <param name="context">The context or null.</param>
API_FUNCTION() static void SetContext(void* context);
#endif
/// <summary>
/// Draws the collected debug shapes to the output.
/// </summary>
@@ -37,7 +66,8 @@ DECLARE_SCRIPTING_TYPE_NO_SPAWN(DebugDraw);
/// </summary>
/// <param name="selectedActors">The list of actors to draw.</param>
/// <param name="selectedActorsCount">The size of the list of actors.</param>
API_FUNCTION() static void DrawActors(Actor** selectedActors, int32 selectedActorsCount);
/// <param name="drawScenes">True if draw all debug shapes from scenes too or false if draw just from specified actor list.</param>
API_FUNCTION() static void DrawActors(Actor** selectedActors, int32 selectedActorsCount, bool drawScenes);
/// <summary>
/// Draws the line.