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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleBase/RenderPhysX3Debug.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef RENDER_PHYSX3_DEBUG_H
+#define RENDER_PHYSX3_DEBUG_H
+
+#include <SamplePointDebugRender.h>
+#include <SampleLineDebugRender.h>
+#include <SampleTriangleDebugRender.h>
+#include "SampleAllocator.h"
+
+ enum RenderPhysX3DebugFlag
+ {
+ RENDER_DEBUG_WIREFRAME = (1<<0),
+ RENDER_DEBUG_SOLID = (1<<1),
+
+ RENDER_DEBUG_DEFAULT = RENDER_DEBUG_SOLID//RENDER_DEBUG_WIREFRAME//|RENDER_DEBUG_SOLID
+ };
+
+ namespace physx
+ {
+ class PxRenderBuffer;
+ class PxConvexMeshGeometry;
+ class PxCapsuleGeometry;
+ class PxSphereGeometry;
+ class PxBoxGeometry;
+ class PxGeometry;
+ }
+ class Camera;
+
+ class RenderPhysX3Debug : public SampleFramework::SamplePointDebugRender
+ , public SampleFramework::SampleLineDebugRender
+ , public SampleFramework::SampleTriangleDebugRender
+ , public SampleAllocateable
+ {
+ public:
+ RenderPhysX3Debug(SampleRenderer::Renderer& renderer, SampleFramework::SampleAssetManager& assetmanager);
+ virtual ~RenderPhysX3Debug();
+
+ void addAABB(const PxBounds3& box, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+ void addOBB(const PxVec3& boxCenter, const PxVec3& boxExtents, const PxMat33& boxRot, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+ void addSphere(const PxVec3& sphereCenter, float sphereRadius, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+
+ void addBox(const PxBoxGeometry& bg, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+
+ void addSphere(const PxSphereGeometry& sg, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+ void addCone(float radius, float height, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+
+ void addSphereExt(const PxVec3& sphereCenter, float sphereRadius, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+ void addConeExt(float radius0, float radius1, const PxVec3& p0, const PxVec3& p1 , const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+
+ void addCylinder(float radius, float height, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+ void addStar(const PxVec3& p, const float size, const SampleRenderer::RendererColor& color );
+
+ void addCapsule(const PxVec3& p0, const PxVec3& p1, const float radius, const float height, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+ void addCapsule(const PxCapsuleGeometry& cg, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+
+ void addGeometry(const PxGeometry& geom, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+
+ void addRectangle(float width, float length, const PxTransform& tr, const SampleRenderer::RendererColor& color);
+ void addConvex(const PxConvexMeshGeometry& cg, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
+
+ void addArrow(const PxVec3& posA, const PxVec3& posB, const SampleRenderer::RendererColor& color);
+
+ void update(const PxRenderBuffer& debugRenderable);
+ void update(const PxRenderBuffer& debugRenderable, const Camera& camera);
+ void queueForRender();
+ void clear();
+ private:
+ void addBox(const PxVec3* pts, const SampleRenderer::RendererColor& color, PxU32 renderFlags);
+ void addCircle(PxU32 nbPts, const PxVec3* pts, const SampleRenderer::RendererColor& color, const PxVec3& offset);
+ };
+
+#endif