/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #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