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physx/include/common/PxRenderBuffer.h
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physx/include/common/PxRenderBuffer.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_FOUNDATION_PXRENDERBUFFER_H
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#define PX_FOUNDATION_PXRENDERBUFFER_H
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/** \addtogroup common
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@{
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*/
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#include "common/PxPhysXCommonConfig.h"
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#include "foundation/PxVec3.h"
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#include "foundation/PxMat33.h"
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#include "foundation/PxBounds3.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief Default color values used for debug rendering.
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*/
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struct PxDebugColor
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{
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enum Enum
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{
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eARGB_BLACK = 0xff000000,
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eARGB_RED = 0xffff0000,
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eARGB_GREEN = 0xff00ff00,
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eARGB_BLUE = 0xff0000ff,
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eARGB_YELLOW = 0xffffff00,
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eARGB_MAGENTA = 0xffff00ff,
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eARGB_CYAN = 0xff00ffff,
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eARGB_WHITE = 0xffffffff,
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eARGB_GREY = 0xff808080,
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eARGB_DARKRED = 0x88880000,
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eARGB_DARKGREEN = 0x88008800,
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eARGB_DARKBLUE = 0x88000088
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};
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};
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/**
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\brief Used to store a single point and colour for debug rendering.
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*/
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struct PxDebugPoint
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{
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PxDebugPoint(const PxVec3& p, const PxU32& c)
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: pos(p), color(c) {}
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PxVec3 pos;
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PxU32 color;
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};
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/**
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\brief Used to store a single line and colour for debug rendering.
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*/
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struct PxDebugLine
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{
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PxDebugLine(const PxVec3& p0, const PxVec3& p1, const PxU32& c)
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: pos0(p0), color0(c), pos1(p1), color1(c) {}
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PxVec3 pos0;
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PxU32 color0;
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PxVec3 pos1;
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PxU32 color1;
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};
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/**
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\brief Used to store a single triangle and colour for debug rendering.
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*/
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struct PxDebugTriangle
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{
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PxDebugTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const PxU32& c)
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: pos0(p0), color0(c), pos1(p1), color1(c), pos2(p2), color2(c) {}
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PxVec3 pos0;
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PxU32 color0;
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PxVec3 pos1;
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PxU32 color1;
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PxVec3 pos2;
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PxU32 color2;
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};
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/**
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\brief Used to store a text for debug rendering. Doesn't own 'string' array.
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*/
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struct PxDebugText
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{
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PxDebugText() : string(0) {}
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PxDebugText(const PxVec3& p, const PxReal& s, const PxU32& c, const char* str)
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: position(p), size(s), color(c), string(str) {}
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PxVec3 position;
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PxReal size;
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PxU32 color;
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const char* string;
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};
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/**
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\brief Interface for points, lines, triangles, and text buffer.
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*/
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class PxRenderBuffer
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{
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public:
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virtual ~PxRenderBuffer() {}
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virtual PxU32 getNbPoints() const = 0;
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virtual const PxDebugPoint* getPoints() const = 0;
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virtual PxU32 getNbLines() const = 0;
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virtual const PxDebugLine* getLines() const = 0;
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virtual PxU32 getNbTriangles() const = 0;
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virtual const PxDebugTriangle* getTriangles() const = 0;
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virtual PxU32 getNbTexts() const = 0;
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virtual const PxDebugText* getTexts() const = 0;
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virtual void append(const PxRenderBuffer& other) = 0;
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virtual void clear() = 0;
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};
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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