public LineGL(Vector3 v1, Vector3 v2, Color color, DebugRenderChannel channel) { line = new Line(v1, v2); this.color = color; this.channel = channel; }
public TriangleGL(Vector3 v1, Vector3 v2, Vector3 v3, Color color, DebugRenderChannel channel) { triangle = new Triangle(v1, v2, v3); this.color = color; this.channel = channel; }
public QuadGL(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color, DebugRenderChannel channel) { quad = new Quad(v1, v2, v3, v4); this.color = color; this.channel = channel; }
public static void SetChannelEnabledState(DebugRenderChannel channel, bool on) { ChannelsActiveState[(int)channel] = on; }
/// <summary> /// Get whether the given channel is active or not. /// </summary> /// <param name="channel"></param> /// <returns></returns> public static bool IsChannelActive(DebugRenderChannel channel) { return(ChannelsActiveState[(int)channel]); }
public void DrawLine(Vector3 v1, Vector3 v2, Color color, DebugRenderChannel channel) { LineGL l = new LineGL(v1, v2, color, channel); lines.Add(l); }
public void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color, DebugRenderChannel channel) { QuadGL q = new QuadGL(v1, v2, v3, v4, color, channel); quads.Add(q); }
public void DrawTriangle(Vector3 v1, Vector3 v2, Vector3 v3, Color color, DebugRenderChannel channel) { TriangleGL t = new TriangleGL(v1, v2, v3, color, channel); triangles.Add(t); }