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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.
*/
#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));
}
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