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ZeroZero Game Engine
v0.0
A 3D game engine using Vulkan & Jolt
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Configuration of the in-game debug
Public Attributes | |
| bool | displayAtStartup {true} |
| If the debug renderer is enabled, display the debug at startup. | |
| uint32_t | updateDelay {100} |
| Delay in milliseconds between collision shapes updates for debug (between 0 and 500) | |
| bool | drawWithDepthTest {true} |
| Draw with depth-testing, can hide center of mass transforms & world transforms. | |
| bool | drawCoordinateSystem {false} |
| Draw coordinate system (x = red, y = green, z = blue) | |
| vec3 | drawCoordinateSystemPosition {0.0f} |
| Coordinate system world position. | |
| float | drawCoordinateSystemScale {1.0f} |
| Coordinate system world position. | |
| bool | drawRayCast {false} |
| Draw all the rays of the RayCast objects. | |
| vec4 | drawRayCastColor {1.0f, 0.5f, 0.0f, 1.0f} |
| Color for the non-colliding rays. | |
| vec4 | drawRayCastCollidingColor {0.95f, 0.275f, 0.76f, 1.0f} |
| Color for the colliding rays. | |
| bool | drawGetSupportingFace {false} |
| Draw the faces that were found colliding during collision detection. | |
| bool | drawShape {true} |
| Draw the collision shapes of all collision objects. | |
| bool | drawShapeWireframe {true} |
| The collision shapes will be drawn in wireframe instead of solid. | |
| DebugShapeColor | drawShapeColor {DebugShapeColor::ShapeTypeColor} |
| Coloring scheme to use for collision shapes. | |
| bool | drawBoundingBox {false} |
| Draw a bounding box per collision object. | |
| bool | drawVelocity {false} |
| Draw the velocity vector for collision object. | |
| bool | drawMassAndInertia {false} |
| Draw the mass and inertia (as the box equivalent) for collision object. | |
| bool | drawSleepStats {false} |
| Draw stats regarding the sleeping algorithm of each collision object. | |
| bool | drawCenterOfMassTransform {false} |
| Draw the center of mass for each collision object. | |
| bool | drawWorldTransform {false} |
| Draw the world transform (which can be different from the center of mass) for each collision object. | |
1.7.0