include/common/PxRenderBuffer.h
File members: include/common/PxRenderBuffer.h
// 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) 2008-2024 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 PX_RENDER_BUFFER_H
#define PX_RENDER_BUFFER_H
#include "common/PxPhysXCommonConfig.h"
#include "foundation/PxVec3.h"
#include "foundation/PxMat33.h"
#include "foundation/PxBounds3.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
struct PxDebugColor
{
enum Enum
{
eARGB_BLACK = 0xff000000,
eARGB_RED = 0xffff0000,
eARGB_GREEN = 0xff00ff00,
eARGB_BLUE = 0xff0000ff,
eARGB_YELLOW = 0xffffff00,
eARGB_MAGENTA = 0xffff00ff,
eARGB_CYAN = 0xff00ffff,
eARGB_WHITE = 0xffffffff,
eARGB_GREY = 0xff808080,
eARGB_DARKRED = 0xff880000,
eARGB_DARKGREEN = 0xff008800,
eARGB_DARKBLUE = 0xff000088
};
};
struct PxDebugPoint
{
PxDebugPoint(const PxVec3& p, const PxU32& c)
: pos(p), color(c) {}
PxVec3 pos;
PxU32 color;
};
struct PxDebugLine
{
PxDebugLine(const PxVec3& p0, const PxVec3& p1, const PxU32& c)
: pos0(p0), color0(c), pos1(p1), color1(c) {}
PxVec3 pos0;
PxU32 color0;
PxVec3 pos1;
PxU32 color1;
};
struct PxDebugTriangle
{
PxDebugTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const PxU32& c)
: pos0(p0), color0(c), pos1(p1), color1(c), pos2(p2), color2(c) {}
PxVec3 pos0;
PxU32 color0;
PxVec3 pos1;
PxU32 color1;
PxVec3 pos2;
PxU32 color2;
};
struct PxDebugText
{
PxDebugText() : string(0)
{
}
PxDebugText(const PxVec3& pos, const PxReal& sz, const PxU32& clr, const char* str)
: position(pos), size(sz), color(clr), string(str)
{
}
PxVec3 position;
PxReal size;
PxU32 color;
const char* string;
};
class PxRenderBuffer
{
public:
virtual ~PxRenderBuffer() {}
virtual PxU32 getNbPoints() const = 0;
virtual const PxDebugPoint* getPoints() const = 0;
virtual void addPoint(const PxDebugPoint& point) = 0;
virtual PxU32 getNbLines() const = 0;
virtual const PxDebugLine* getLines() const = 0;
virtual void addLine(const PxDebugLine& line) = 0;
virtual PxDebugLine* reserveLines(const PxU32 nbLines) = 0;
virtual PxDebugPoint* reservePoints(const PxU32 nbLines) = 0;
virtual PxU32 getNbTriangles() const = 0;
virtual const PxDebugTriangle* getTriangles() const = 0;
virtual void addTriangle(const PxDebugTriangle& triangle) = 0;
virtual void append(const PxRenderBuffer& other) = 0;
virtual void clear() = 0;
virtual void shift(const PxVec3& delta) = 0;
virtual bool empty() const = 0;
};
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif