Added arrows, and boxes to the new debug system
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@ -32,49 +32,129 @@ struct FShapeVisitor
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Point.location,
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Color,
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1e2f * Point.size,
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SDPG_World,
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DepthPriority,
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LifeTime);
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}
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void operator()(const Shape::Line &Line) const
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{
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World->PersistentLineBatcher->DrawLines(TArray<FBatchedLine>({
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FBatchedLine(
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World->PersistentLineBatcher->DrawLine(
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Line.begin,
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Line.end,
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Color,
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LifeTime,
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DepthPriority,
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1e2f * Line.thickness,
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SDPG_World)}));
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LifeTime);
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}
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void operator()(const Shape::Arrow &Arrow) const
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{
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DrawDebugDirectionalArrow(
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World,
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const auto Diff = Arrow.line.end - Arrow.line.begin;
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const FRotator LookAt = FRotationMatrix::MakeFromX(Diff).Rotator();
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const FTransform Transform = {LookAt, Arrow.line.begin};
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// Everything in centimeters
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const auto Dist = 1e2f * Diff.Length();
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const auto ArrowSize = 1e2f * Arrow.arrow_size;
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const auto ArrowTipDist = Dist - ArrowSize;
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const auto Thickness = 1e2f * Arrow.line.thickness;
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World->PersistentLineBatcher->DrawLines(TArray<FBatchedLine>({
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FBatchedLine(
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Arrow.line.begin,
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Arrow.line.end,
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1e2f * Arrow.arrow_size,
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Color,
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bPersistentLines,
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LifeTime,
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DepthPriority,
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1e2f * Arrow.line.thickness);
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Thickness,
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DepthPriority),
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FBatchedLine(
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Transform.TransformPosition(FVector(ArrowTipDist, +ArrowSize, +ArrowSize)),
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Arrow.line.end,
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Color,
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LifeTime,
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Thickness,
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DepthPriority),
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FBatchedLine(
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Transform.TransformPosition(FVector(ArrowTipDist, +ArrowSize, -ArrowSize)),
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Arrow.line.end,
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Color,
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LifeTime,
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Thickness,
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DepthPriority),
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FBatchedLine(
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Transform.TransformPosition(FVector(ArrowTipDist, -ArrowSize, +ArrowSize)),
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Arrow.line.end,
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Color,
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LifeTime,
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Thickness,
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DepthPriority),
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FBatchedLine(
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Transform.TransformPosition(FVector(ArrowTipDist, -ArrowSize, -ArrowSize)),
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Arrow.line.end,
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Color,
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LifeTime,
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Thickness,
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DepthPriority)}));
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}
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void operator()(const Shape::Box &Box) const
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{
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FVector Extent = {Box.box.extent.x, Box.box.extent.y, Box.box.extent.z};
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DrawDebugBox(
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World,
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Box.box.location,
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1e2f * Extent,
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FQuat(FRotator(Box.rotation)),
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const FVector Extent = 1e2f * FVector{Box.box.extent.x, Box.box.extent.y, Box.box.extent.z};
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const FTransform Transform = {FRotator(Box.rotation), Box.box.location};
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const auto Thickness = 1e2f * Box.thickness;
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FVector B[2], P, Q;
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B[0] = -Extent;
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B[1] = Extent;
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int32 i, j;
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for( i=0; i<2; i++ )
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{
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for( j=0; j<2; j++ )
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{
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P.X=B[i].X;
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Q.X=B[i].X;
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P.Y=B[j].Y;
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Q.Y=B[j].Y;
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P.Z=B[0].Z;
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Q.Z=B[1].Z;
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World->PersistentLineBatcher->DrawLine(
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Transform.TransformPosition(P),
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Transform.TransformPosition(Q),
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Color,
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bPersistentLines,
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LifeTime,
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DepthPriority,
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1e2f * Box.thickness);
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Thickness,
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LifeTime);
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P.Y=B[i].Y;
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Q.Y=B[i].Y;
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P.Z=B[j].Z;
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Q.Z=B[j].Z;
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P.X=B[0].X;
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Q.X=B[1].X;
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World->PersistentLineBatcher->DrawLine(
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Transform.TransformPosition(P),
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Transform.TransformPosition(Q),
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Color,
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DepthPriority,
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Thickness,
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LifeTime);
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P.Z=B[i].Z;
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Q.Z=B[i].Z;
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P.X=B[j].X;
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Q.X=B[j].X;
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P.Y=B[0].Y;
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Q.Y=B[1].Y;
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World->PersistentLineBatcher->DrawLine(
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Transform.TransformPosition(P),
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Transform.TransformPosition(Q),
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Color,
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DepthPriority,
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Thickness,
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LifeTime);
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}
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}
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}
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void operator()(const Shape::String &Str) const
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@ -99,7 +179,7 @@ private:
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bool bPersistentLines;
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uint8 DepthPriority = 0;
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uint8 DepthPriority = SDPG_World;
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};
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void FDebugShapeDrawer::Draw(const carla::rpc::DebugShape &Shape)
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