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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 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