$#include "DebugRenderer.h" class DebugRenderer : public Component { void SetView(Camera* camera); void AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest = true); void AddLine(const Vector3& start, const Vector3& end, unsigned color, bool depthTest = true); void AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Color& color, bool depthTest = true); void AddTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3, unsigned color, bool depthTest = true); void AddNode(Node* node, float scale = 1.0f, bool depthTest = true); void AddBoundingBox(const BoundingBox& box, const Color& color, bool depthTest = true); void AddBoundingBox(const BoundingBox& box, const Matrix3x4& transform, const Color& color, bool depthTest = true); void AddFrustum(const Frustum& frustum, const Color& color, bool depthTest = true); void AddPolyhedron(const Polyhedron& poly, const Color& color, bool depthTest = true); void AddSphere(const Sphere& sphere, const Color& color, bool depthTest = true); void AddSkeleton(const Skeleton& skeleton, const Color& color, bool depthTest = true); void AddTriangleMesh(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount, const Matrix3x4& transform, const Color& color, bool depthTest = true); void Render(); const Matrix3x4& GetView() const; const Matrix4& GetProjection() const; const Frustum& GetFrustum() const; bool IsInside(const BoundingBox& box) const; tolua_readonly tolua_property__get_set Matrix3x4& view; tolua_readonly tolua_property__get_set Matrix4& projection; tolua_readonly tolua_property__get_set Frustum& frustum; };