101 lines
5.4 KiB
C++
101 lines
5.4 KiB
C++
//
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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 RENDER_PHYSX3_DEBUG_H
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#define RENDER_PHYSX3_DEBUG_H
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#include <SamplePointDebugRender.h>
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#include <SampleLineDebugRender.h>
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#include <SampleTriangleDebugRender.h>
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#include "SampleAllocator.h"
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enum RenderPhysX3DebugFlag
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{
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RENDER_DEBUG_WIREFRAME = (1<<0),
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RENDER_DEBUG_SOLID = (1<<1),
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RENDER_DEBUG_DEFAULT = RENDER_DEBUG_SOLID//RENDER_DEBUG_WIREFRAME//|RENDER_DEBUG_SOLID
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};
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namespace physx
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{
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class PxRenderBuffer;
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class PxConvexMeshGeometry;
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class PxCapsuleGeometry;
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class PxSphereGeometry;
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class PxBoxGeometry;
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class PxGeometry;
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}
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class Camera;
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class RenderPhysX3Debug : public SampleFramework::SamplePointDebugRender
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, public SampleFramework::SampleLineDebugRender
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, public SampleFramework::SampleTriangleDebugRender
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, public SampleAllocateable
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{
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public:
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RenderPhysX3Debug(SampleRenderer::Renderer& renderer, SampleFramework::SampleAssetManager& assetmanager);
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virtual ~RenderPhysX3Debug();
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void addAABB(const PxBounds3& box, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addOBB(const PxVec3& boxCenter, const PxVec3& boxExtents, const PxMat33& boxRot, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addSphere(const PxVec3& sphereCenter, float sphereRadius, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addBox(const PxBoxGeometry& bg, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addSphere(const PxSphereGeometry& sg, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addCone(float radius, float height, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addSphereExt(const PxVec3& sphereCenter, float sphereRadius, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addConeExt(float radius0, float radius1, const PxVec3& p0, const PxVec3& p1 , const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addCylinder(float radius, float height, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addStar(const PxVec3& p, const float size, const SampleRenderer::RendererColor& color );
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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);
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void addCapsule(const PxCapsuleGeometry& cg, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addGeometry(const PxGeometry& geom, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addRectangle(float width, float length, const PxTransform& tr, const SampleRenderer::RendererColor& color);
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void addConvex(const PxConvexMeshGeometry& cg, const PxTransform& tr, const SampleRenderer::RendererColor& color, PxU32 renderFlags = RENDER_DEBUG_DEFAULT);
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void addArrow(const PxVec3& posA, const PxVec3& posB, const SampleRenderer::RendererColor& color);
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void update(const PxRenderBuffer& debugRenderable);
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void update(const PxRenderBuffer& debugRenderable, const Camera& camera);
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void queueForRender();
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void clear();
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private:
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void addBox(const PxVec3* pts, const SampleRenderer::RendererColor& color, PxU32 renderFlags);
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void addCircle(PxU32 nbPts, const PxVec3* pts, const SampleRenderer::RendererColor& color, const PxVec3& offset);
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};
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#endif
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