class
Diorite::DebugDrawManager
- Diorite::DebugDrawManager
- Godot::Node
- Godot::Object
- Reference
- Object
Overview
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Maintains high-priority ImmediateMesh instances for 3D on-top and depth-tested passes,
a dedicated CanvasLayer for 2D geometry, and object pools for 2D/3D billboard labels.
Per-frame 2D and 3D vertex and color batches are allocated directly from
Lapis::Core::FrameArena with zero Boehm GC heap allocations.
Add this node to your scene or let MainNode spawn it automatically.
Defined in:
diorite/nodes/debug_draw_manager.crConstructors
Class Method Summary
-
._godot_auto_register_class : Void
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
-
._godot_has_virtual_method(method_name : String) : Bool
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
-
.godot_class_name : String
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
-
.godot_parent_class_name : String
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Macro Summary
-
autoload(*args, **kwargs)
DSL directives for in-body autoload configuration
- autoload_node(*args, **kwargs)
- build(**kwargs, &block)
- create(**kwargs, &block)
Instance Method Summary
-
#_godot_call_tool_button(button_name : String) : Void
Dispatches inspector tool button clicks on this object.
-
#_godot_call_virtual(method_name : String, delta : Float64) : Void
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
-
#_godot_get_property(prop_name : String, ret_ptr : Pointer(Void)) : Void
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
-
#_godot_set_property(prop_name : String, val_ptr : Pointer(Void)) : Void
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
-
#_process(delta : Float64) : Void
Per-frame process callback receiving delta timestep in seconds (
Float64). -
#_ready : Void
Lifecycle callback called when the node enters the active scene tree.
-
#enabled : Bool
Toggles whether all debug primitives and labels are processed and drawn.
-
#enabled=(enabled : Bool)
Toggles whether all debug primitives and labels are processed and drawn.
-
#show_stats : Bool
Optional on-screen performance and channel HUD overlay.
-
#show_stats=(show_stats : Bool)
Optional on-screen performance and channel HUD overlay.
Constructor Detail
Class Method Detail
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Maintains high-priority ImmediateMesh instances for 3D on-top and depth-tested passes,
a dedicated CanvasLayer for 2D geometry, and object pools for 2D/3D billboard labels.
Per-frame 2D and 3D vertex and color batches are allocated directly from
Lapis::Core::FrameArena with zero Boehm GC heap allocations.
Add this node to your scene or let MainNode spawn it automatically.
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Maintains high-priority ImmediateMesh instances for 3D on-top and depth-tested passes,
a dedicated CanvasLayer for 2D geometry, and object pools for 2D/3D billboard labels.
Per-frame 2D and 3D vertex and color batches are allocated directly from
Lapis::Core::FrameArena with zero Boehm GC heap allocations.
Add this node to your scene or let MainNode spawn it automatically.
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Maintains high-priority ImmediateMesh instances for 3D on-top and depth-tested passes,
a dedicated CanvasLayer for 2D geometry, and object pools for 2D/3D billboard labels.
Per-frame 2D and 3D vertex and color batches are allocated directly from
Lapis::Core::FrameArena with zero Boehm GC heap allocations.
Add this node to your scene or let MainNode spawn it automatically.
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Maintains high-priority ImmediateMesh instances for 3D on-top and depth-tested passes,
a dedicated CanvasLayer for 2D geometry, and object pools for 2D/3D billboard labels.
Per-frame 2D and 3D vertex and color batches are allocated directly from
Lapis::Core::FrameArena with zero Boehm GC heap allocations.
Add this node to your scene or let MainNode spawn it automatically.
Macro Detail
Instance Method Detail
Dispatches inspector tool button clicks on this object.
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Maintains high-priority ImmediateMesh instances for 3D on-top and depth-tested passes,
a dedicated CanvasLayer for 2D geometry, and object pools for 2D/3D billboard labels.
Per-frame 2D and 3D vertex and color batches are allocated directly from
Lapis::Core::FrameArena with zero Boehm GC heap allocations.
Add this node to your scene or let MainNode spawn it automatically.
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Maintains high-priority ImmediateMesh instances for 3D on-top and depth-tested passes,
a dedicated CanvasLayer for 2D geometry, and object pools for 2D/3D billboard labels.
Per-frame 2D and 3D vertex and color batches are allocated directly from
Lapis::Core::FrameArena with zero Boehm GC heap allocations.
Add this node to your scene or let MainNode spawn it automatically.
Central coordinator node managing batch immediate-mode rendering for 2D and 3D debug primitives.
Maintains high-priority ImmediateMesh instances for 3D on-top and depth-tested passes,
a dedicated CanvasLayer for 2D geometry, and object pools for 2D/3D billboard labels.
Per-frame 2D and 3D vertex and color batches are allocated directly from
Lapis::Core::FrameArena with zero Boehm GC heap allocations.
Add this node to your scene or let MainNode spawn it automatically.
Per-frame process callback receiving delta timestep in seconds (Float64).
Lifecycle callback called when the node enters the active scene tree.
Toggles whether all debug primitives and labels are processed and drawn.