blob: 1a7127e94ef0f1a339dd8e46bde12f38a841b970 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
|
// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef DEBUGRENDERBUFFER_H
#define DEBUGRENDERBUFFER_H
#include "PxRenderBuffer.h"
#include <vector>
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<PxU32>(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<PxDebugLine> m_lines;
};
#endif //DEBUGRENDERBUFFER_H
|