public override void DebugRender(Batcher batcher) { var poly = Shape as Polygon; batcher.DrawHollowRect(Bounds, ECDebug.Colors.ColliderBounds, ECDebug.Size.LineSizeMultiplier); batcher.DrawPolygon(Shape.position, poly.Points, ECDebug.Colors.ColliderEdge, true, ECDebug.Size.LineSizeMultiplier); batcher.DrawPixel(Entity.Transform.Position, ECDebug.Colors.ColliderPosition, 4 * ECDebug.Size.LineSizeMultiplier); batcher.DrawPixel(Shape.position, ECDebug.Colors.ColliderCenter, 2 * ECDebug.Size.LineSizeMultiplier); // Normal debug code //for( var i = 0; i < poly.points.Length; i++ ) //{ // Vector2 p2; // var p1 = poly.points[i]; // if( i + 1 >= poly.points.Length ) // p2 = poly.points[0]; // else // p2 = poly.points[i + 1]; // var perp = Vector2Ext.perpendicular( ref p1, ref p2 ); // Vector2Ext.normalize( ref perp ); // var mp = Vector2.Lerp( p1, p2, 0.5f ) + poly.position; // batcher.drawLine( mp, mp + perp * 10, Color.White ); //} }