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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
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// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
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// license agreement from NVIDIA Corporation is strictly prohibited.
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// This code supersedes and replaces all information previously supplied.
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#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