class Diorite::DebugDrawManager

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.cr

Constructors

Class Method Summary

Macro Summary

Instance Method Summary

Constructor Detail

def self.new(&block : self -> ) : self #

Class Method Detail

def self._godot_auto_register_class : Void #

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.


def self._godot_has_virtual_method(method_name : String) : Bool #

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.


def self.godot_class_name : String #

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.


def self.godot_parent_class_name : String #

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

macro autoload(*args, **kwargs) #

DSL directives for in-body autoload configuration


macro autoload_node(*args, **kwargs) #

macro build(**kwargs, &block) #

macro create(**kwargs, &block) #

Instance Method Detail

def _godot_call_tool_button(button_name : String) : Void #
Description copied from class Godot::Object

Dispatches inspector tool button clicks on this object.


def _godot_call_virtual(method_name : String, delta : Float64) : Void #

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.


def _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.

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.


def _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.

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.


def _process(delta : Float64) : Void #
Description copied from class Godot::Node

Per-frame process callback receiving delta timestep in seconds (Float64).


def _ready : Void #
Description copied from class Godot::Node

Lifecycle callback called when the node enters the active scene tree.


def enabled : Bool #

Toggles whether all debug primitives and labels are processed and drawn.


def enabled=(enabled : Bool) #

Toggles whether all debug primitives and labels are processed and drawn.


def show_stats : Bool #

Optional on-screen performance and channel HUD overlay.


def show_stats=(show_stats : Bool) #

Optional on-screen performance and channel HUD overlay.