// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef DEBUGRENDERBUFFER_H #define DEBUGRENDERBUFFER_H #include "PxRenderBuffer.h" #include using namespace physx; /** Simple PxRenderBuffer implementation for easy debug primitives adding */ class DebugRenderBuffer : public PxRenderBuffer { public: ~DebugRenderBuffer() {} virtual PxU32 getNbPoints() const { return 0; } virtual const PxDebugPoint* getPoints() const { return nullptr; } virtual PxU32 getNbLines() const { return static_cast(m_lines.size()); } virtual const PxDebugLine* getLines() const { return m_lines.data(); } virtual PxU32 getNbTriangles() const { return 0; } virtual const PxDebugTriangle* getTriangles() const { return nullptr; } virtual PxU32 getNbTexts() const { return 0; } virtual const PxDebugText* getTexts() const { return nullptr; } virtual void append(const PxRenderBuffer& other) {} virtual void clear() { m_lines.clear(); } std::vector m_lines; }; #endif //DEBUGRENDERBUFFER_H