Added debugd_draw_3d addon.
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# Godot 4+ specific ignores
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.godot/
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# symlink to app_userdata
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app_userdata
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# Addon ignores
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addons/.gdunit_update/
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addons/debug_draw_3d/libs/*android*
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addons/debug_draw_3d/libs/*ios*
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addons/debug_draw_3d/libs/*macos*
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addons/debug_draw_3d/libs/*web*
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demo/
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examples_dd3d/
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# Godot-specific ignores
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.import/
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<component name="libraryTable">
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<library name="GdSdk Master" type="GdScript">
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<properties path="$USER_HOME$/.cache/JetBrains/Rider2024.3/projects/tinyadventure.5da21fa0/sdk/GdSdk Master" version="Master" date="2024-06-01T15:14:16.000+02:00" />
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<CLASSES />
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<JAVADOC />
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<SOURCES>
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<root url="file://$USER_HOME$/.cache/JetBrains/Rider2024.3/projects/tinyadventure.5da21fa0/sdk/GdSdk Master" />
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</SOURCES>
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</library>
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</component>
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MIT License
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Copyright (c) 2024 DmitriySalnikov
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the Software), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, andor sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions
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The above copyright notice and this permission notice shall be included in all
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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 THE
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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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![icon](/images/icon_3d_128.png)
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# Debug drawing utility for Godot
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This is an add-on for debug drawing in 3D and for some 2D overlays, which is written in `C++` and can be used with `GDScript` or `C#`.
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Based on my previous addon, which was developed [only for C#](https://github.com/DmitriySalnikov/godot_debug_draw_cs), and which was inspired by [Zylann's GDScript addon](https://github.com/Zylann/godot_debug_draw)
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## [Documentation](https://dd3d.dmitriysalnikov.ru/docs/)
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## [Godot 3 version](https://github.com/DmitriySalnikov/godot_debug_draw_3d/tree/godot_3)
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## Support me
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Your support adds motivation to develop my public projects.
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<a href="https://boosty.to/dmitriysalnikov/donate"><img src="/docs/images/boosty.png" alt="Boosty" width=150px/></a>
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<img src="/docs/images/USDT-TRC20.png" alt="USDT-TRC20" width=150px/>
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<b>USDT-TRC20 TEw934PrsffHsAn5M63SoHYRuZo984EF6v</b>
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## Features
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3D:
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* Arrow
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* Billboard opaque square
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* Box
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* Camera Frustum
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* Cylinder
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* Gizmo
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* Grid
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* Line
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* Line Path
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* Line with Arrow
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* Plane
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* Points
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* Position 3D (3 crossing axes)
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* Sphere
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2D:
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* **[Work in progress]**
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Overlay:
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* Text (with grouping and coloring)
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* FPS Graph
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* Custom Graphs
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Precompiled for:
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* Windows
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* Linux (built on Ubuntu 20.04)
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* macOS (10.14+)
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* Android (5.0+)
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* iOS
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* Web (Firefox not supported)
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This addon supports working with several World3D and different Viewports.
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There is also a no depth test mode and other settings that can be changed for each instance.
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This library supports double-precision builds, for more information, [see the documentation](https://dd3d.dmitriysalnikov.ru/docs/1.4.5/md_docs_2DoublePrecision.html).
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## [Interactive Web Demo](https://dd3d.dmitriysalnikov.ru/demo/)
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[![screenshot_web](/images/screenshot_web.png)](https://dd3d.dmitriysalnikov.ru/demo/)
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> [!WARNING]
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>
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> * Firefox most likely can't run this demo
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## Download
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To download, use the [Godot Asset Library](https://godotengine.org/asset-library/asset/1766) or use one of the stable versions from the [GitHub Releases](https://github.com/DmitriySalnikov/godot_debug_draw_3d/releases) page.
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For versions prior to `1.4.5`, just download one of the `source codes` in the assets. For newer versions, download `debug-draw-3d_[version].zip`.
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### Installation
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* Close editor
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* Copy `addons/debug_draw_3d` to your `addons` folder, create it if the folder doesn't exist
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* Launch editor
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## Examples
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More examples can be found in the `examples_dd3d/` folder.
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Simple test:
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```gdscript
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func _process(delta: float) -> void:
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var _time = Time.get_ticks_msec() / 1000.0
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var box_pos = Vector3(0, sin(_time * 4), 0)
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var line_begin = Vector3(-1, sin(_time * 4), 0)
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var line_end = Vector3(1, cos(_time * 4), 0)
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DebugDraw3D.draw_box(box_pos, Vector3(1, 2, 1), Color(0, 1, 0))
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DebugDraw3D.draw_line(line_begin, line_end, Color(1, 1, 0))
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DebugDraw2D.set_text("Time", _time)
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DebugDraw2D.set_text("Frames drawn", Engine.get_frames_drawn())
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DebugDraw2D.set_text("FPS", Engine.get_frames_per_second())
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DebugDraw2D.set_text("delta", delta)
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```
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![screenshot_1](/images/screenshot_1.png)
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An example of using scoped configs:
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```gdscript
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@tool
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extends Node3D
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func _ready():
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# Set the base scoped_config.
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# Each frame will be reset to these scoped values.
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DebugDraw3D.scoped_config().set_thickness(0.1).set_center_brightness(0.6)
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func _process(delta):
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# Draw using the base scoped config.
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DebugDraw3D.draw_box(Vector3.ZERO, Quaternion.IDENTITY, Vector3.ONE * 2, Color.CORNFLOWER_BLUE)
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if true:
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# Create a scoped config that will exist until exiting this if.
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var _s = DebugDraw3D.new_scoped_config().set_thickness(0).set_center_brightness(0.1)
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# Draw with a thickness of 0
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DebugDraw3D.draw_box(Vector3.ZERO, Quaternion.IDENTITY, Vector3.ONE, Color.RED)
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# If necessary, the values inside this scope can be changed
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# even before each call to draw_*.
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_s.set_thickness(0.05)
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DebugDraw3D.draw_box(Vector3(1,0,1), Quaternion.IDENTITY, Vector3.ONE * 1, Color.BLUE_VIOLET)
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```
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![screenshot_5](/images/screenshot_5.png)
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> [!TIP]
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>
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> If you want to use a non-standard Viewport for rendering a 3d scene, then do not forget to specify it in the scoped config!
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## API
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This project has a separate [documentation](https://dd3d.dmitriysalnikov.ru/docs/) page.
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Also, a list of all functions is available in the documentation inside the editor (see `DebugDraw3D` and `DebugDraw2D`).
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![screenshot_4](/images/screenshot_4.png)
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## Known issues and limitations
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The text in the keys and values of a text group cannot contain multi-line strings.
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The entire text overlay can only be placed in one corner, unlike `DataGraphs`.
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[Frustum of Camera3D does not take into account the window size from ProjectSettings](https://github.com/godotengine/godot/issues/70362).
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## More screenshots
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`DebugDrawDemoScene.tscn` in editor
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![screenshot_2](/images/screenshot_2.png)
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`DebugDrawDemoScene.tscn` in play mode
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![screenshot_3](/images/screenshot_3.png)
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[configuration]
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entry_symbol = "debug_draw_3d_library_init"
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compatibility_minimum = "4.1.4"
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reloadable = false
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[dependencies]
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; example.x86_64 = { "relative or absolute path to the dependency" : "the path relative to the exported project", }
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; -------------------------------------
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; debug
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macos = { }
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windows.x86_64 = { }
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linux.x86_64 = { }
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; by default godot is using threads
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web.wasm32.nothreads = {}
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web.wasm32 = {}
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android.arm32 = { }
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android.arm64 = { }
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android.x86_32 = { }
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android.x86_64 = { }
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ios = {}
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; -------------------------------------
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; release no debug draw
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macos.template_release = { }
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windows.template_release.x86_64 = { }
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linux.template_release.x86_64 = { }
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web.template_release.wasm32.nothreads = { }
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web.template_release.wasm32 = { }
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android.template_release.arm32 = { }
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android.template_release.arm64 = { }
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android.template_release.x86_32 = { }
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android.template_release.x86_64 = { }
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ios.template_release = {}
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; -------------------------------------
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; release forced debug draw
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macos.template_release.forced_dd3d = { }
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windows.template_release.x86_64.forced_dd3d = { }
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linux.template_release.x86_64.forced_dd3d = { }
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web.template_release.wasm32.nothreads.forced_dd3d = { }
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web.template_release.wasm32.forced_dd3d = { }
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ios.template_release.forced_dd3d = {}
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[libraries]
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; -------------------------------------
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; debug
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macos = "libs/libdd3d.macos.editor.universal.framework"
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windows.x86_64 = "libs/libdd3d.windows.editor.x86_64.dll"
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linux.x86_64 = "libs/libdd3d.linux.editor.x86_64.so"
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web.wasm32.nothreads = "libs/libdd3d.web.template_debug.wasm32.wasm"
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web.wasm32 = "libs/libdd3d.web.template_debug.wasm32.threads.wasm"
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android.arm32 = "libs/libdd3d.android.template_debug.arm32.so"
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android.arm64 = "libs/libdd3d.android.template_debug.arm64.so"
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android.x86_32 = "libs/libdd3d.android.template_debug.x86_32.so"
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android.x86_64 = "libs/libdd3d.android.template_debug.x86_64.so"
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ios = "libs/libdd3d.ios.template_debug.universal.dylib"
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; -------------------------------------
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; release no debug draw
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macos.template_release = "libs/libdd3d.macos.template_release.universal.framework"
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windows.template_release.x86_64 = "libs/libdd3d.windows.template_release.x86_64.dll"
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linux.template_release.x86_64 = "libs/libdd3d.linux.template_release.x86_64.so"
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web.template_release.wasm32.nothreads = "libs/libdd3d.web.template_release.wasm32.wasm"
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web.template_release.wasm32 = "libs/libdd3d.web.template_release.wasm32.threads.wasm"
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android.template_release.arm32 = "libs/libdd3d.android.template_release.arm32.so"
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android.template_release.arm64 = "libs/libdd3d.android.template_release.arm64.so"
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android.template_release.x86_32 = "libs/libdd3d.android.template_release.x86_32.so"
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android.template_release.x86_64 = "libs/libdd3d.android.template_release.x86_64.so"
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ios.template_release = "libs/libdd3d.ios.template_release.universal.dylib"
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; -------------------------------------
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; release forced debug draw
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macos.template_release.forced_dd3d = "libs/libdd3d.macos.template_release.universal.enabled.framework"
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windows.template_release.x86_64.forced_dd3d = "libs/libdd3d.windows.template_release.x86_64.enabled.dll"
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linux.template_release.x86_64.forced_dd3d = "libs/libdd3d.linux.template_release.x86_64.enabled.so"
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web.template_release.wasm32.nothreads.forced_dd3d = "libs/libdd3d.web.template_release.wasm32.enabled.wasm"
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web.template_release.wasm32.forced_dd3d = "libs/libdd3d.web.template_release.wasm32.threads.enabled.wasm"
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ios.template_release.forced_dd3d = "libs/libdd3d.ios.template_release.universal.enabled.dylib"
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; -------------------------------------
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; DOUBLE PRECISION
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; -------------------------------------
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; -------------------------------------
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; debug
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macos.double = "libs/libdd3d.macos.editor.universal.double.framework"
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windows.x86_64.double = "libs/libdd3d.windows.editor.x86_64.double.dll"
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linux.x86_64.double = "libs/libdd3d.linux.editor.x86_64.double.so"
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web.wasm32.nothreads.double = "libs/libdd3d.web.template_debug.wasm32.double.wasm"
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web.wasm32.double = "libs/libdd3d.web.template_debug.wasm32.threads.double.wasm"
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android.arm32.double = "libs/libdd3d.android.template_debug.arm32.double.so"
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android.arm64.double = "libs/libdd3d.android.template_debug.arm64.double.so"
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android.x86_32.double = "libs/libdd3d.android.template_debug.x86_32.double.so"
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android.x86_64.double = "libs/libdd3d.android.template_debug.x86_64.double.so"
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ios.double = "libs/libdd3d.ios.template_debug.universal.dylib"
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; -------------------------------------
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; release no debug draw
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macos.template_release.double = "libs/libdd3d.macos.template_release.universal.double.framework"
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windows.template_release.x86_64.double = "libs/libdd3d.windows.template_release.x86_64.double.dll"
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linux.template_release.x86_64.double = "libs/libdd3d.linux.template_release.x86_64.double.so"
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web.template_release.wasm32.nothreads.double = "libs/libdd3d.web.template_release.wasm32.double.wasm"
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web.template_release.wasm32.double = "libs/libdd3d.web.template_release.wasm32.threads.double.wasm"
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android.template_release.arm32.double = "libs/libdd3d.android.template_release.arm32.double.so"
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android.template_release.arm64.double = "libs/libdd3d.android.template_release.arm64.double.so"
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android.template_release.x86_32.double = "libs/libdd3d.android.template_release.x86_32.double.so"
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android.template_release.x86_64.double = "libs/libdd3d.android.template_release.x86_64.double.so"
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ios.template_release.double = "libs/libdd3d.ios.template_release.universal.double.dylib"
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; -------------------------------------
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; release forced debug draw
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macos.template_release.forced_dd3d.double = "libs/libdd3d.macos.template_release.universal.enabled.double.framework"
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windows.template_release.x86_64.forced_dd3d.double = "libs/libdd3d.windows.template_release.x86_64.enabled.double.dll"
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linux.template_release.x86_64.forced_dd3d.double = "libs/libdd3d.linux.template_release.x86_64.enabled.double.so"
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web.template_release.wasm32.nothreads.forced_dd3d.double = "libs/libdd3d.web.template_release.wasm32.enabled.double.wasm"
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web.template_release.wasm32.forced_dd3d.double = "libs/libdd3d.web.template_release.wasm32.threads.enabled.double.wasm"
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ios.template_release.forced_dd3d.double = "libs/libdd3d.ios.template_release.universal.enabled.double.dylib"
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Load Diff
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Generation of bindings started, output file: res://addons/debug_draw_3d/gen/csharp/DebugDrawGeneratedAPI.generated.cs
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Log file: res://addons/debug_draw_3d/gen/csharp/log.txt
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Hold Shift to print information on the Output panel when manually starting generation via the 'Project - Tools - Debug Draw' menu
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Class: DebugDraw2D
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Wrapper...
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Constants...
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Enums...
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Methods...
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clear_all
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begin_text_group
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end_text_group
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set_text
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clear_texts
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create_graph
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create_fps_graph
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graph_update_data
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remove_graph
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clear_graphs
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get_graph
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get_graph_names
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get_render_stats
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Properties...
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empty_color
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debug_enabled
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config
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custom_canvas
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Class: DebugDraw2DStats
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Wrapper...
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Constants...
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Enums...
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Methods...
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Properties...
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overlay_text_groups
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overlay_text_lines
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overlay_graphs_enabled
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overlay_graphs_total
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Class: DebugDraw2DConfig
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Wrapper...
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Constants...
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Enums...
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BlockPosition
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Methods...
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Properties...
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graphs_base_offset
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text_block_position
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text_block_offset
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text_padding
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text_default_duration
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text_default_size
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text_foreground_color
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text_background_color
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text_custom_font
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Class: DebugDraw2DGraph
|
||||
Wrapper...
|
||||
Constants...
|
||||
Enums...
|
||||
GraphPosition
|
||||
GraphSide
|
||||
TextFlags
|
||||
Methods...
|
||||
get_title
|
||||
set_parent
|
||||
Properties...
|
||||
enabled
|
||||
upside_down
|
||||
show_title
|
||||
show_text_flags
|
||||
size
|
||||
buffer_size
|
||||
offset
|
||||
corner
|
||||
line_width
|
||||
line_color
|
||||
background_color
|
||||
border_color
|
||||
text_suffix
|
||||
custom_font
|
||||
title_size
|
||||
text_size
|
||||
title_color
|
||||
text_color
|
||||
text_precision
|
||||
parent_graph
|
||||
parent_graph_side
|
||||
data_getter
|
||||
Class: DebugDraw2DFPSGraph
|
||||
Wrapper...
|
||||
Constants...
|
||||
Enums...
|
||||
Methods...
|
||||
Properties...
|
||||
frame_time_mode
|
||||
Class: DebugDraw3D
|
||||
Wrapper...
|
||||
Constants...
|
||||
Enums...
|
||||
PointType
|
||||
Methods...
|
||||
regenerate_geometry_meshes
|
||||
clear_all
|
||||
draw_sphere
|
||||
color will be remapped to arg_2
|
||||
draw_sphere_xf
|
||||
color will be remapped to arg_2
|
||||
draw_cylinder
|
||||
color will be remapped to arg_2
|
||||
draw_cylinder_ab
|
||||
color will be remapped to arg_2
|
||||
draw_box
|
||||
color will be remapped to arg_2
|
||||
draw_box_ab
|
||||
color will be remapped to arg_2
|
||||
draw_box_xf
|
||||
color will be remapped to arg_2
|
||||
draw_aabb
|
||||
color will be remapped to arg_2
|
||||
draw_aabb_ab
|
||||
color will be remapped to arg_2
|
||||
draw_line_hit
|
||||
hit_color will be remapped to arg_2
|
||||
after_hit_color will be remapped to arg_2
|
||||
draw_line_hit_offset
|
||||
hit_color will be remapped to arg_2
|
||||
after_hit_color will be remapped to arg_2
|
||||
draw_line
|
||||
color will be remapped to arg_2
|
||||
draw_lines
|
||||
color will be remapped to arg_2
|
||||
draw_ray
|
||||
color will be remapped to arg_2
|
||||
draw_line_path
|
||||
color will be remapped to arg_2
|
||||
draw_arrowhead
|
||||
color will be remapped to arg_2
|
||||
draw_arrow
|
||||
color will be remapped to arg_2
|
||||
draw_arrow_ray
|
||||
color will be remapped to arg_2
|
||||
draw_arrow_path
|
||||
color will be remapped to arg_2
|
||||
draw_point_path
|
||||
points_color will be remapped to arg_2
|
||||
lines_color will be remapped to arg_2
|
||||
draw_square
|
||||
color will be remapped to arg_2
|
||||
draw_plane
|
||||
color will be remapped to arg_2
|
||||
draw_points
|
||||
color will be remapped to arg_2
|
||||
draw_camera_frustum
|
||||
color will be remapped to arg_2
|
||||
draw_camera_frustum_planes
|
||||
color will be remapped to arg_2
|
||||
draw_position
|
||||
color will be remapped to arg_2
|
||||
draw_gizmo
|
||||
color will be remapped to arg_2
|
||||
draw_grid
|
||||
color will be remapped to arg_2
|
||||
draw_grid_xf
|
||||
color will be remapped to arg_2
|
||||
get_render_stats
|
||||
get_render_stats_for_world
|
||||
new_scoped_config
|
||||
scoped_config
|
||||
Properties...
|
||||
empty_color
|
||||
debug_enabled
|
||||
config
|
||||
Class: DebugDraw3DStats
|
||||
Wrapper...
|
||||
Constants...
|
||||
Enums...
|
||||
Methods...
|
||||
Properties...
|
||||
instances
|
||||
lines
|
||||
instances_physics
|
||||
lines_physics
|
||||
total_geometry
|
||||
visible_instances
|
||||
visible_lines
|
||||
total_visible
|
||||
time_filling_buffers_instances_usec
|
||||
time_filling_buffers_lines_usec
|
||||
time_filling_buffers_instances_physics_usec
|
||||
time_filling_buffers_lines_physics_usec
|
||||
total_time_filling_buffers_usec
|
||||
time_culling_instances_usec
|
||||
time_culling_lines_usec
|
||||
total_time_culling_usec
|
||||
total_time_spent_usec
|
||||
created_scoped_configs
|
||||
orphan_scoped_configs
|
||||
Class: DebugDraw3DConfig
|
||||
Wrapper...
|
||||
Constants...
|
||||
Enums...
|
||||
Methods...
|
||||
Properties...
|
||||
freeze_3d_render
|
||||
visible_instance_bounds
|
||||
use_frustum_culling
|
||||
frustum_length_scale
|
||||
force_use_camera_from_scene
|
||||
geometry_render_layers
|
||||
line_hit_color
|
||||
line_after_hit_color
|
||||
Class: DebugDraw3DScopeConfig
|
||||
Wrapper...
|
||||
Constants...
|
||||
Enums...
|
||||
Methods...
|
||||
set_thickness
|
||||
get_thickness
|
||||
set_center_brightness
|
||||
get_center_brightness
|
||||
set_hd_sphere
|
||||
is_hd_sphere
|
||||
set_plane_size
|
||||
get_plane_size
|
||||
set_viewport
|
||||
get_viewport
|
||||
set_no_depth_test
|
||||
is_no_depth_test
|
||||
Properties...
|
||||
Class: DebugDrawManager
|
||||
Wrapper...
|
||||
Constants...
|
||||
Enums...
|
||||
Methods...
|
||||
clear_all
|
||||
Properties...
|
||||
debug_enabled
|
||||
DebugDraw utilities:
|
||||
Arguments remap...
|
||||
Class factory...
|
||||
The generation process is completed!
|
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|
@ -1,23 +0,0 @@
|
|||
extends Panel
|
||||
|
||||
var build_system:BuildSystem = null
|
||||
|
||||
@onready var build_system_active_label: Label = %BuildSystemActiveLabel
|
||||
@onready var build_system_hover_object: Label = %BuildSystemHoverObject
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(_delta: float) -> void:
|
||||
if build_system == null:
|
||||
build_system_active_label.text = "Not found"
|
||||
build_system_hover_object.text = ""
|
||||
return
|
||||
|
||||
if build_system.is_active:
|
||||
build_system_active_label.text = "true"
|
||||
else:
|
||||
build_system_active_label.text = "false"
|
||||
if build_system.hovered_existing_structure and not build_system.hovered_existing_structure.is_queued_for_deletion():
|
||||
build_system_hover_object.text = build_system.hovered_existing_structure.get_path()
|
||||
else:
|
||||
build_system_hover_object.text = ""
|
||||
|
Loading…
Reference in New Issue