public class DebugGeometryRenderer extends Object
ShapeRenderer, but provides more convenient methods to
render 3D geometry primitives. ShapeRenderer is pretty good, except it seems to be written with more thought put
towards 2D geometry primitives. Since this is a *debug* renderer, which is intended to be used in *debug code*, I
prefer to make usage of this as convenient as possible and so providing a bunch of different overloads per primitive
type is a good thing (easier/quicker to write code to render in as few lines as possible)| Constructor and Description |
|---|
DebugGeometryRenderer() |
| Modifier and Type | Method and Description |
|---|---|
void |
begin(com.badlogic.gdx.graphics.Camera camera) |
void |
begin(com.badlogic.gdx.graphics.Camera camera,
boolean enableDepthTest) |
void |
box(com.badlogic.gdx.math.collision.BoundingBox box) |
void |
box(com.badlogic.gdx.math.collision.BoundingBox box,
com.badlogic.gdx.graphics.Color color) |
void |
box(float minX,
float minY,
float minZ,
float maxX,
float maxY,
float maxZ) |
void |
box(float minX,
float minY,
float minZ,
float maxX,
float maxY,
float maxZ,
com.badlogic.gdx.graphics.Color color) |
void |
box(com.badlogic.gdx.math.Vector3 min,
com.badlogic.gdx.math.Vector3 max) |
void |
box(com.badlogic.gdx.math.Vector3 min,
com.badlogic.gdx.math.Vector3 max,
com.badlogic.gdx.graphics.Color color) |
void |
end() |
void |
line(float aX,
float aY,
float aZ,
float bX,
float bY,
float bZ) |
void |
line(float aX,
float aY,
float aZ,
float bX,
float bY,
float bZ,
com.badlogic.gdx.graphics.Color color) |
void |
line(com.badlogic.gdx.math.collision.Segment line) |
void |
line(com.badlogic.gdx.math.collision.Segment line,
com.badlogic.gdx.graphics.Color color) |
void |
line(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b) |
void |
line(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.graphics.Color color) |
void |
ray(float originX,
float originY,
float originZ,
float directionX,
float directionY,
float directionZ,
float length) |
void |
ray(float originX,
float originY,
float originZ,
float directionX,
float directionY,
float directionZ,
float length,
com.badlogic.gdx.graphics.Color originColor,
com.badlogic.gdx.graphics.Color endPointColor) |
void |
ray(com.badlogic.gdx.math.collision.Ray ray,
float length) |
void |
ray(com.badlogic.gdx.math.collision.Ray ray,
float length,
com.badlogic.gdx.graphics.Color originColor,
com.badlogic.gdx.graphics.Color endPointColor) |
void |
ray(com.badlogic.gdx.math.Vector3 origin,
com.badlogic.gdx.math.Vector3 direction,
float length) |
void |
ray(com.badlogic.gdx.math.Vector3 origin,
com.badlogic.gdx.math.Vector3 direction,
float length,
com.badlogic.gdx.graphics.Color originColor,
com.badlogic.gdx.graphics.Color endPointColor) |
void |
rect(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.math.Vector3 c,
com.badlogic.gdx.math.Vector3 d) |
void |
rect(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.math.Vector3 c,
com.badlogic.gdx.math.Vector3 d,
com.badlogic.gdx.graphics.Color color) |
void |
sphere(float centerX,
float centerY,
float centerZ,
float radius) |
void |
sphere(float centerX,
float centerY,
float centerZ,
float radius,
com.badlogic.gdx.graphics.Color color) |
void |
sphere(com.badlogic.gdx.math.collision.Sphere sphere) |
void |
sphere(com.badlogic.gdx.math.collision.Sphere sphere,
com.badlogic.gdx.graphics.Color color) |
void |
sphere(com.badlogic.gdx.math.Vector3 center,
float radius) |
void |
sphere(com.badlogic.gdx.math.Vector3 center,
float radius,
com.badlogic.gdx.graphics.Color color) |
void |
triangle(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.math.Vector3 c) |
void |
triangle(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.math.Vector3 c,
com.badlogic.gdx.graphics.Color color) |
public void begin(com.badlogic.gdx.graphics.Camera camera)
public void begin(com.badlogic.gdx.graphics.Camera camera,
boolean enableDepthTest)
public void end()
public void box(com.badlogic.gdx.math.Vector3 min,
com.badlogic.gdx.math.Vector3 max)
public void box(com.badlogic.gdx.math.Vector3 min,
com.badlogic.gdx.math.Vector3 max,
com.badlogic.gdx.graphics.Color color)
public void box(float minX,
float minY,
float minZ,
float maxX,
float maxY,
float maxZ)
public void box(float minX,
float minY,
float minZ,
float maxX,
float maxY,
float maxZ,
com.badlogic.gdx.graphics.Color color)
public void box(com.badlogic.gdx.math.collision.BoundingBox box)
public void box(com.badlogic.gdx.math.collision.BoundingBox box,
com.badlogic.gdx.graphics.Color color)
public void sphere(com.badlogic.gdx.math.Vector3 center,
float radius)
public void sphere(com.badlogic.gdx.math.Vector3 center,
float radius,
com.badlogic.gdx.graphics.Color color)
public void sphere(float centerX,
float centerY,
float centerZ,
float radius)
public void sphere(float centerX,
float centerY,
float centerZ,
float radius,
com.badlogic.gdx.graphics.Color color)
public void sphere(com.badlogic.gdx.math.collision.Sphere sphere)
public void sphere(com.badlogic.gdx.math.collision.Sphere sphere,
com.badlogic.gdx.graphics.Color color)
public void ray(com.badlogic.gdx.math.Vector3 origin,
com.badlogic.gdx.math.Vector3 direction,
float length)
public void ray(com.badlogic.gdx.math.Vector3 origin,
com.badlogic.gdx.math.Vector3 direction,
float length,
com.badlogic.gdx.graphics.Color originColor,
com.badlogic.gdx.graphics.Color endPointColor)
public void ray(float originX,
float originY,
float originZ,
float directionX,
float directionY,
float directionZ,
float length)
public void ray(float originX,
float originY,
float originZ,
float directionX,
float directionY,
float directionZ,
float length,
com.badlogic.gdx.graphics.Color originColor,
com.badlogic.gdx.graphics.Color endPointColor)
public void ray(com.badlogic.gdx.math.collision.Ray ray,
float length)
public void ray(com.badlogic.gdx.math.collision.Ray ray,
float length,
com.badlogic.gdx.graphics.Color originColor,
com.badlogic.gdx.graphics.Color endPointColor)
public void line(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b)
public void line(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.graphics.Color color)
public void line(float aX,
float aY,
float aZ,
float bX,
float bY,
float bZ)
public void line(float aX,
float aY,
float aZ,
float bX,
float bY,
float bZ,
com.badlogic.gdx.graphics.Color color)
public void line(com.badlogic.gdx.math.collision.Segment line)
public void line(com.badlogic.gdx.math.collision.Segment line,
com.badlogic.gdx.graphics.Color color)
public void triangle(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.math.Vector3 c)
public void triangle(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.math.Vector3 c,
com.badlogic.gdx.graphics.Color color)
public void rect(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.math.Vector3 c,
com.badlogic.gdx.math.Vector3 d)
public void rect(com.badlogic.gdx.math.Vector3 a,
com.badlogic.gdx.math.Vector3 b,
com.badlogic.gdx.math.Vector3 c,
com.badlogic.gdx.math.Vector3 d,
com.badlogic.gdx.graphics.Color color)
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