/* * 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. */ #include "DebugLineRenderBuffer.h" void DebugLineRenderBuffer::addLine(physx::PxVec3 a, physx::PxVec3 b, unsigned int color) { m_lines.push_back(PxDebugLine(a, b, color)); } void DebugLineRenderBuffer::addLine(physx::PxMat44 t, physx::PxVec3 a, physx::PxVec3 b, unsigned int color) { m_lines.push_back(PxDebugLine(t.transform(a), t.transform(b), color)); }