Nebula
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debugui.cc File Reference
#include "foundation/stdneb.h"
#include "PxConfig.h"
#include "PxPhysicsAPI.h"
#include "physics/debugui.h"
#include "physicsinterface.h"
#include "physics/physxstate.h"
#include "dynui/imguicontext.h"
#include "dynui/im3d/im3dcontext.h"
#include "physics/utils.h"
#include "imgui.h"
#include "graphics/cameracontext.h"
#include "flat/physics/material.h"
#include "nflatbuffer/flatbufferinterface.h"
#include "io/safefilestream.h"
#include "io/textwriter.h"
#include "core/cvar.h"

Classes

struct  Physics::DebugState
 

Namespaces

namespace  Physics
 Diverse functions for manipulating physics actors.
 

Functions

void Physics::SetDebugDrawInterface (DebugDrawInterface const &drawInterface)
 
void Physics::UpdateDebugDrawingParameters ()
 
void Physics::EnableDebugDrawing (bool enabled)
 
void Physics::ApplyBounds (PxBounds3 const &box)
 
void Physics::DebugVisualizeScene (PxScene *scene)
 
bool Physics::CheckAndResetModified (Core::CVar *cvar)
 
void Physics::DrawPhysicsDebug ()
 
void Physics::RenderUI (Graphics::GraphicsEntityId camera)
 
void Physics::RenderMaterialsUI ()
 

Variables

Core::CVarPhysics::cl_debug_draw_physics = Core::CVarCreate(Core::CVarType::CVar_Int, "cl_debug_draw_physics", "0", "Set to 1 will enable physics debug drawing")
 
Core::CVarPhysics::cl_physics_draw_scale = Core::CVarCreate(Core::CVar_Float, "cl_physics_draw_scale", "1.0", "Visualization drawing scale.")
 
Core::CVarPhysics::cl_physics_draw_scale_points = Core::CVarCreate(Core::CVar_Float, "cl_physics_draw_scale_points", "1.0", "Point visualization drawing scale.")
 
Core::CVarPhysics::cl_physics_draw_scale_lines = Core::CVarCreate(Core::CVar_Float, "cl_physics_draw_scale_lines", "1.0", "Line visualization drawing scale.")
 
Core::CVarPhysics::cl_physics_draw_scale_triangles = Core::CVarCreate(Core::CVar_Float, "cl_physics_draw_scale_triangles", "1.0", "Triangle visualization drawing scale.")
 
Core::CVarPhysics::cl_physics_draw_world_axes = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_world_axes", "0", "Visualize the world axes. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_body_axes = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_body_axes", "0", "Visualize a bodies axes. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_body_mass_axes = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_body_mass_axes", "0", "Visualize a body's mass axes. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_body_lin_velocity = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_body_lin_velocity", "0", "Visualize the bodies linear velocity. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_body_ang_velocity = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_body_ang_velocity", "0", "Visualize the bodies angular velocity. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_contact_point = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_contact_point", "0", " Visualize contact points. Will enable contact information. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_contact_normal = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_contact_normal", "0", "Visualize contact normals. Will enable contact information. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_contact_error = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_contact_error", "0", " Visualize contact errors. Will enable contact information. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_contact_force = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_contact_force", "0", "Visualize Contact forces. Will enable contact information. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_actor_axes = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_actor_axes", "0", "Visualize actor axes. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_collision_aabbs = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_collision_aabbs", "0", "Visualize bounds (AABBs in world space). Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_collision_shapes = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_collision_shapes", "1", "Shape visualization. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_collision_axes = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_collision_axes", "0", "Shape axis visualization. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_collision_compounds = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_collision_compounds", "0", "Compound visualization (compound AABBs in world space). Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_collision_fnormals = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_collision_fnormals", "0", "Mesh & convex face normals. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_collision_edges = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_collision_edges", "0", "Active edges for meshes. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_collision_static = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_collision_static", "0", "Static pruning structures. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_collision_dynamic = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_collision_dynamic", "0", "Dynamic pruning structures. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_joint_local_frames = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_joint_local_frames", "0", "Visualize joint local axes. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_joint_limits = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_joint_limits", "0", "Visualize joint limits. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_cull_box = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_cull_box", "0", "Visualize culling box. Needs cl_debug_draw_physics set to 1.")
 
Core::CVarPhysics::cl_physics_draw_mbp_regions = Core::CVarCreate(Core::CVar_Int, "cl_physics_draw_mbp_regions", "0", "MBP regions. Needs cl_debug_draw_physics set to 1.")
 
DebugState Physics::dstate