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All rights reserved. #ifndef RENDER_PHYSX3_DEBUG_H #define RENDER_PHYSX3_DEBUG_H #include #include #include #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