// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Color.h" #include "Component.h" #include "Frustum.h" #include "Ptr.h" class BoundingBox; class Camera; class Frustum; class Drawable; class Light; class Matrix3x4; class Renderer; class Skeleton; /// Debug rendering line struct DebugLine { /// Construct as undefined DebugLine() { } /// Construct with start and end positions and color DebugLine(const Vector3& start, const Vector3& end, unsigned color) : start_(start), end_(end), color_(color) { } /// Start position Vector3 start_; /// End position Vector3 end_; /// Color unsigned color_; }; /// Debug geometry graphics class DebugRenderer : public Component { OBJECT(DebugRenderer); public: /// Construct DebugRenderer(Context* context); /// Destruct virtual ~DebugRenderer(); /// Register object factory static void RegisterObject(Context* context); /// Set the camera viewpoint. Call before rendering, or before adding geometry if you want to use culling void SetView(Camera* camera); /// Add a line void AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest = true); /// Add a bounding box void AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest = true); /// Add a bounding box with transform void AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest = true); /// Add a frustum void AddFrustum(const Frustum& frustum, const Color& color, bool depthTest = true); /// Add a skeleton void AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest = true); /// Render all debug lines. The viewport and rendertarget should be set before void Render(); /// Return the view transform const Matrix3x4& GetView() const { return view_; } /// Return the projection transform const Matrix4& GetProjection() const { return projection_; } /// Return the view frustum const Frustum& GetFrustum() const { return frustum_; } /// Check whether a bounding box is inside the view frustum bool IsInside(const BoundingBox& box) const; private: /// Handle end of frame. Clear debug geometry void HandleEndFrame(StringHash eventType, VariantMap& eventData); /// Lines rendered with depth test PODVector lines_; /// Lines rendered without depth test PODVector noDepthLines_; /// View transform Matrix3x4 view_; /// Projection transform Matrix4 projection_; /// View frustum Frustum frustum_; };