Hi guys,
Yeah, there should probably be a note about this is the documentation somewhere. It's is more of a "feature" than a bug.
The 3DAAK makes use of T3D's DebugDrawer facility to draw those lines. They were useful during development to show why the player and camera were behaving the way they were. We figure that other developers may find them useful as well, so we've left them intact. See the comments in
\Torque 3D 2009 Pro 1.1 Beta 3\Engine\source\gfx\sim\debugDraw.h for more information about the DebugDrawer.
A brief explaination of what it all means:
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The white boxes show the "detection regions" for ledge-grabbing, wall-hugging, climbing, and running. When appropriate geometry is found inside these boxes, those moves may become available.
Sometimes you'll see red or green boxes appear near the player. These show checks being performed to determine if a particular space is "clear" of obstacles. If it's clear, a green box is drawn. If not, a red box is drawn. A good example of this is when you try to pull yourself up onto a ledge, but something above is blocking you. A red box will appear above, and the player will not pull himself up.
If the player is ledge-grabbing, the ledge will be highlighted with a black line, and the ledge "normal" is shown with a pink(?) line.
When the player steps up (e.g. a staircase), the edge is highlighted with a red line.
The short red/blue line extending vertically down from between the players feet, shows the state of the player's up/down adjustment. This is used to make sure the player always looks like he's standing properly on the ground (i.e. not hovering, or stuck in the ground).
The green ones are mostly for debugging the camera system. The little green box shows the camera's "focus point" on the player (i.e. what it's looking at - usually the player's Cam node). The green lines show where raycasts are being performed. These are mostly for detecting when level geometry is blocking the view of the player.
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If you'd like to turn the DebugDrawer off, you have several options:
- Build with the TORQUE_SHIPPING preprocessor define
- Or comment out Line 33 in debugDraw.h, and build however you'd like:
| Code: |
#ifndef TORQUE_SHIPPING
//#define ENABLE_DEBUGDRAW
#endif
|
- Or keep the DebugDrawer in the build and use this console command to toggle it on/off as you like:
| Code: |
DebugDraw.toggleDrawing();
|
I hope that helps,
Lorne