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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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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
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THE 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
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page debug-tools Debugging helpers
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@brief Convenience classes to help you during development.
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- Previous page: @ref shapes
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@ref DebugTools library provides various helper classes to help you with
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prototyping and debugging applications without the need to write too much
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common code. They probably have no usage in production code, but can be useful
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in development. See documentation of @ref DebugTools namespace for more
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information about building and usage with CMake.
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@tableofcontents
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@section debug-tools-renderers Debug renderers
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Debug renderers provide a way to visualize objects and object features in
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@ref scenegraph "scene graph" without the need to mess around with meshes and
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shaders. They are implemented as object features, so you can attach any number
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of them to any object.
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Basic usage involves instancing @ref DebugTools::ResourceManager and keeping it
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for the whole lifetime of debug renderers. Next you need some
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@ref SceneGraph::DrawableGroup instance. You can use the same group as for the
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rest of your scene, but preferrably use dedicated one for debug renderers, so
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you can easily enable or disable debug rendering.
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Next step is to create configuration for your debug renderers and create
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particular debug renderer. The configuration is managed using the resource
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manager - you create configuration instance, add it to the manager and then
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reference it using particular resource key. This way you can easily share the
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same options with more renderers. If no options are specified or resource with
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given key doesn't exist, default fallback is used.
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Example usage: visualizing object position, rotation and scaling using
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@link DebugTools::ObjectRenderer @endlink:
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@code
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// Global instance of debug resource manager, drawable group for the renderers
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DebugTools::ResourceManager manager;
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SceneGraph::DrawableGroup3D debugDrawables;
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// Create renderer options which will be referenced later by "my" resource key
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DebugTools::ResourceManager::instance().set("my",
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DebugTools::ObjectRendererOptions().setSize(0.3f));
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// Create debug renderer for given object, use "my" options for it. The
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// renderer is automatically added to the object features and also to
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// specified drawable group.
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Object3D* object;
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new DebugTools::ObjectRenderer2D(*object, "my", debugDrawables);
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@endcode
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See @ref DebugTools::ObjectRenderer and @ref DebugTools::ShapeRenderer for more
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information.
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- Previous page: @ref shapes
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*/
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}
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