1/*
2 * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
3 *
4 * NVIDIA CORPORATION and its licensors retain all intellectual property
5 * and proprietary rights in and to this software, related documentation
6 * and any modifications thereto. Any use, reproduction, disclosure or
7 * distribution of this software and related documentation without an express
8 * license agreement from NVIDIA CORPORATION is strictly prohibited.
9 */
10// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
11// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
12
13
14#ifndef PX_FOUNDATION_PXRENDERBUFFER_H
15#define PX_FOUNDATION_PXRENDERBUFFER_H
16
17/** \addtogroup common
18@{
19*/
20
21#include "common/PxPhysXCommonConfig.h"
22#include "foundation/PxVec3.h"
23#include "foundation/PxMat33.h"
24#include "foundation/PxBounds3.h"
25
26#ifndef PX_DOXYGEN
27namespace physx
28{
29#endif
30
31/**
32\brief Default color values used for debug rendering.
33*/
34struct PxDebugColor
35{
36 enum Enum
37 {
38 eARGB_BLACK = 0xff000000,
39 eARGB_RED = 0xffff0000,
40 eARGB_GREEN = 0xff00ff00,
41 eARGB_BLUE = 0xff0000ff,
42 eARGB_YELLOW = 0xffffff00,
43 eARGB_MAGENTA = 0xffff00ff,
44 eARGB_CYAN = 0xff00ffff,
45 eARGB_WHITE = 0xffffffff,
46 eARGB_GREY = 0xff808080,
47 eARGB_DARKRED = 0x88880000,
48 eARGB_DARKGREEN = 0x88008800,
49 eARGB_DARKBLUE = 0x88000088
50 };
51};
52
53/**
54\brief Used to store a single point and colour for debug rendering.
55*/
56struct PxDebugPoint
57{
58 PxDebugPoint(const PxVec3& p, const PxU32& c)
59 : pos(p), color(c) {}
60
61 PxVec3 pos;
62 PxU32 color;
63};
64
65/**
66\brief Used to store a single line and colour for debug rendering.
67*/
68struct PxDebugLine
69{
70 PxDebugLine(const PxVec3& p0, const PxVec3& p1, const PxU32& c)
71 : pos0(p0), color0(c), pos1(p1), color1(c) {}
72
73 PxVec3 pos0;
74 PxU32 color0;
75 PxVec3 pos1;
76 PxU32 color1;
77};
78
79/**
80\brief Used to store a single triangle and colour for debug rendering.
81*/
82struct PxDebugTriangle
83{
84 PxDebugTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const PxU32& c)
85 : pos0(p0), color0(c), pos1(p1), color1(c), pos2(p2), color2(c) {}
86
87 PxVec3 pos0;
88 PxU32 color0;
89 PxVec3 pos1;
90 PxU32 color1;
91 PxVec3 pos2;
92 PxU32 color2;
93};
94
95/**
96\brief Used to store a text for debug rendering. Doesn't own 'string' array.
97*/
98struct PxDebugText
99{
100 PxDebugText() : string(0) {}
101
102 PxDebugText(const PxVec3& p, const PxReal& s, const PxU32& c, const char* str)
103 : position(p), size(s), color(c), string(str) {}
104
105 PxVec3 position;
106 PxReal size;
107 PxU32 color;
108 const char* string;
109};
110
111/**
112\brief Interface for points, lines, triangles, and text buffer.
113*/
114class PxRenderBuffer
115{
116public:
117 virtual ~PxRenderBuffer() {}
118
119 virtual PxU32 getNbPoints() const = 0;
120 virtual const PxDebugPoint* getPoints() const = 0;
121
122 virtual PxU32 getNbLines() const = 0;
123 virtual const PxDebugLine* getLines() const = 0;
124
125 virtual PxU32 getNbTriangles() const = 0;
126 virtual const PxDebugTriangle* getTriangles() const = 0;
127
128 virtual PxU32 getNbTexts() const = 0;
129 virtual const PxDebugText* getTexts() const = 0;
130
131 virtual void append(const PxRenderBuffer& other) = 0;
132 virtual void clear() = 0;
133};
134
135#ifndef PX_DOXYGEN
136} // namespace physx
137#endif
138
139/** @} */
140#endif
141