Add comments for the debug-renderer
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@@ -3,19 +3,38 @@
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/// The default colors are provided in HSLA (Hue Saturation Lightness Alpha) format.
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pub type DebugColor = [f32; 4];
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/// Style used for computing colors when rendering the scene.
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub struct DebugRenderStyle {
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/// The number of subdivision used to approximate the curved
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/// parts of a shape with smooth faces.
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pub subdivisions: u32,
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/// The number of subdivision used to approimate the curved
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/// borders of round shapes.
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pub border_subdivisions: u32,
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/// The color of colliders attached to dynamic rigid-bodies.
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pub collider_dynamic_color: DebugColor,
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/// The color of colliders attached to fixed rigid-bodies.
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pub collider_fixed_color: DebugColor,
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/// The color of colliders attached to kinematic rigid-bodies.
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pub collider_kinematic_color: DebugColor,
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/// The color of colliders not attached to any rigid-body.
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pub collider_parentless_color: DebugColor,
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/// The color of the line between a rigid-body’s center-of-mass and the
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/// anchors of its attached impulse joints.
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pub impulse_joint_anchor_color: DebugColor,
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/// The color of the line between the two anchors of an impulse joint.
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pub impulse_joint_separation_color: DebugColor,
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/// The color of the line between a rigid-body’s center-of-mass and the
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/// anchors of its attached multibody joints.
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pub multibody_joint_anchor_color: DebugColor,
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/// The color of the line between the two anchors of a multibody joint.
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pub multibody_joint_separation_color: DebugColor,
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/// If a rigid-body is sleeping, its attached entities will have their colors
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/// multiplied by this array. (For a joint, both attached rigid-bodies must be sleeping
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/// or non-dynamic for this multiplier to be applied).
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pub sleep_color_multiplier: [f32; 4],
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/// The length of the local coordinate axes rendered for a rigid-body.
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pub rigid_body_axes_length: f32,
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}
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