Пример #1
0
void CrowdAgent::DrawDebugGeometry(bool depthTest)
{
    Scene* scene = GetScene();
    if (scene)
    {
        DebugRenderer* debug = scene->GetComponent<DebugRenderer>();
        if (debug)
            DrawDebugGeometry(debug, depthTest);
    }
}
Пример #2
0
void TileMap2D::DrawDebugGeometry()
{
    Scene* scene = GetScene();
    if (!scene)
        return;

    DebugRenderer* debug = scene->GetComponent<DebugRenderer>();
    if (!debug)
        return;

    DrawDebugGeometry(debug, false);
}
Пример #3
0
void PhysicsWorld::Simulate(f64 frametime)
{
    if (!runPhysics_)
        return;
    
    PROFILE(PhysicsWorld_Simulate);
    
    emit AboutToUpdate((float)frametime);
    
    {
        PROFILE(Bullet_stepSimulation); ///\note Do not delete or rename this PROFILE() block. The DebugStats profiler uses this string as a label to know where to inject the Bullet internal profiling data.
        
        // Use variable timestep if enabled, and if frame timestep exceeds the single physics simulation substep
        if (useVariableTimestep_ && frametime > physicsUpdatePeriod_)
        {
            float clampedTimeStep = (float)frametime;
            if (clampedTimeStep > 0.1f)
                clampedTimeStep = 0.1f; // Advance max. 1/10 sec. during one frame
            world_->stepSimulation(clampedTimeStep, 0, clampedTimeStep);
        }
        else
            world_->stepSimulation((float)frametime, maxSubSteps_, physicsUpdatePeriod_);
    }
    
    // Automatically enable debug geometry if at least one debug-enabled rigidbody. Automatically disable if no debug-enabled rigidbodies
    // However, do not do this if user has used the physicsdebug console command
    if (!drawDebugManuallySet_)
    {
        if (!IsDebugGeometryEnabled() && !debugRigidBodies_.empty())
            SetDebugGeometryEnabled(true);
        if (IsDebugGeometryEnabled() && debugRigidBodies_.empty())
            SetDebugGeometryEnabled(false);
    }
    
    if (IsDebugGeometryEnabled())
        DrawDebugGeometry();
}
Пример #4
0
// ----------------------------------------------------------------------------
void IKSolver::DrawDebugGeometry(bool depthTest)
{
    DebugRenderer* debug = GetScene()->GetComponent<DebugRenderer>();
    if (debug)
        DrawDebugGeometry(debug, depthTest);
}