tiramisu/debug
Types
pub type PerformanceStats {
PerformanceStats(
fps: Float,
frame_time: Float,
draw_calls: Int,
triangles: Int,
memory_mb: Float,
)
}
Constructors
-
PerformanceStats( fps: Float, frame_time: Float, draw_calls: Int, triangles: Int, memory_mb: Float, )
Values
pub fn axes(
id: String,
origin: vec3.Vec3(Float),
size: Float,
) -> scene.SceneNode
pub fn bounding_box(
id: String,
min: vec3.Vec3(Float),
max: vec3.Vec3(Float),
color: Int,
) -> scene.SceneNode
pub fn box_from_transform(
id: String,
t: transform.Transform,
color: Int,
) -> scene.SceneNode
pub const color_black: Int
pub const color_blue: Int
pub const color_cyan: Int
pub const color_green: Int
pub const color_magenta: Int
pub const color_orange: Int
pub const color_purple: Int
pub const color_white: Int
pub const color_yellow: Int
pub fn cross(
id: String,
position: vec3.Vec3(Float),
size: Float,
color: Int,
) -> List(scene.SceneNode)
pub fn get_performance_stats() -> PerformanceStats
pub fn grid(
id: String,
size: Float,
divisions: Int,
color: Int,
) -> scene.SceneNode
pub fn line(
id: String,
from: vec3.Vec3(Float),
to: vec3.Vec3(Float),
color: Int,
) -> scene.SceneNode
pub fn path(
id_prefix: String,
points: List(vec3.Vec3(Float)),
color: Int,
) -> List(scene.SceneNode)
Create multiple lines forming a path through points
pub fn point(
id: String,
position: vec3.Vec3(Float),
size: Float,
color: Int,
) -> scene.SceneNode
pub fn ray(
id: String,
origin: vec3.Vec3(Float),
direction: vec3.Vec3(Float),
length: Float,
color: Int,
) -> scene.SceneNode
pub fn sphere(
id: String,
center: vec3.Vec3(Float),
radius: Float,
color: Int,
) -> scene.SceneNode