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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.
*/
#pragma once
#include "DebugRenderBuffer.h"
#include <foundation/PxVec3.h>
#include <foundation/PxMat44.h>
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); }
};
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