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1.0.0:physics [2023/03/16 09:21] – [ColliderSettings / ColliderPrefab] admin1.0.0:physics [2023/03/16 14:18] (current) – [Override Collider-Registration] admin
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 When you have declared this kind of helper class in your unit, the TGorillaPhysicsSystem component will then show you a new method to be callable "AddInstanceCollider". When you have declared this kind of helper class in your unit, the TGorillaPhysicsSystem component will then show you a new method to be callable "AddInstanceCollider".
  
 +
 +==== Render Colliders ====
 +
 +You can render physics colliders for debugging purposes.
 +
 +The most easy way is to insert a TDummy component into your TGorillaViewport and leave all transformation (position, rotation and scaling) zero, to not affect collider rendering.
 +The add a "OnRender" event with the following code.
 +
 +<file pascal>
 +uses 
 +  Gorilla.Physics.Q3.Renderer;
 +
 +const
 +{$IFDEF DEBUG}
 +  SHOW_PHYSICS_COLLIDERS = true;
 +{$ELSE}
 +  SHOW_PHYSICS_COLLIDERS = false; 
 +{$ENDIF}
 +
 +procedure TForm1.Dummy1Render(Sender: TObject; Context: TContext3D);
 +var LRender : TQ3Render;
 +begin
 +  // Check if we want to see physics colliders
 +  if not SHOW_PHYSICS_COLLIDERS then
 +    Exit;
 +
 +  // Here we render physics colliders for debugging
 +  LRender.Context := Context;
 +  GorillaPhysicsSystem1.Engine.Render(@LRender);
 +end;
 +</file>
  
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