// 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) 2008-2023 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 /** \addtogroup common @{ */ #include "common/PxPhysXCommonConfig.h" #include "foundation/PxVec3.h" #include "foundation/PxMat33.h" #include "foundation/PxBounds3.h" #if !PX_DOXYGEN namespace physx { #endif /** \brief Default color values used for debug rendering. */ 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 }; }; /** \brief Used to store a single point and colour for debug rendering. */ struct PxDebugPoint { PxDebugPoint(const PxVec3& p, const PxU32& c) : pos(p), color(c) {} PxVec3 pos; PxU32 color; }; /** \brief Used to store a single line and colour for debug rendering. */ 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; }; /** \brief Used to store a single triangle and colour for debug rendering. */ 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; }; /** \brief Used to store a text for debug rendering. Doesn't own 'string' array. */ 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; }; /** \brief Interface for points, lines, triangles, and text buffer. */ 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