/* * 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. */ #pragma once #include "DebugRenderBuffer.h" #include #include class DebugLineRenderBuffer : public DebugRenderBuffer { public: void clear() { m_lines.clear(); } void addLine(physx::PxVec3 a, physx::PxVec3 b, unsigned int color); void addVector(physx::PxVec3 start, physx::PxVec3 vec, unsigned int color) { addLine(start, start + vec, color); } void addLine(physx::PxMat44 t, physx::PxVec3 a, physx::PxVec3 b, unsigned int color); void addVector(physx::PxMat44 t, physx::PxVec3 start, physx::PxVec3 vec, unsigned int color) { addLine(t, start, start + vec, color); } };