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/*
* 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 <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
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