namespace BP
{
	namespace Debug
	{
		kActor@ debugRayActor;
		array<kActor@> debugPos(4);
		//------------------------------------------------------------------------------------------------------------------------
		// Shows a gizmo at the rays InterceptVector
		//------------------------------------------------------------------------------------------------------------------------
		void Ray(kClipInfo& in rayInfo)
		{
			if (debugRayActor is null || debugRayActor.IsStale())
			{
				@debugRayActor = BP::Spawn::Actor(kActor_WorldDummy, rayInfo.vInterceptVector);
				debugRayActor.Flags() |= (1 << 7);
			}
			debugRayActor.Origin() = rayInfo.vInterceptVector;
		}
		//------------------------------------------------------------------------------------------------------------------------
		void Position(const int id, kVec3& in pos, kVec3& in scale)
		{
			if (debugPos[id] is null || debugPos[id].IsStale())
			{
				@debugPos[id] = BP::Spawn::Actor(kActor_ModelDummy, pos);
			}
			debugPos[id].Origin() = pos;
			debugPos[id].Scale() = scale;
		}
		//------------------------------------------------------------------------------------------------------------------------
	}
}
