// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved. #ifndef PVD_IMMEDIATE_RENDERER_H #define PVD_IMMEDIATE_RENDERER_H #include "physxvisualdebuggersdk/PvdObjectModelBaseTypes.h" #include "physxprofilesdk/PxProfileEventBufferClientManager.h" #include "foundation/PxVec3.h" #include "foundation/PxTransform.h" namespace physx { namespace debugger { namespace renderer { struct PvdPoint { PxVec3 pos; PvdColor color; PvdPoint(const PxVec3& pos, const PvdColor& color) : pos(pos), color(color) {} PvdPoint(){} }; struct PvdLine { PvdLine(const PxVec3& pos0, const PxVec3& pos1, const PvdColor& color) : pos0(pos0), color0(color), pos1(pos1), color1(color) {} PvdLine(){} PxVec3 pos0; PvdColor color0; PxVec3 pos1; PvdColor color1; }; struct PvdTriangle { PvdTriangle(const PxVec3& pos0, const PxVec3& pos1, const PxVec3& pos2, const PvdColor& color) : pos0(pos0), color0(color), pos1(pos1), color1(color), pos2(pos2), color2(color) {} PvdTriangle(){} PxVec3 pos0; PvdColor color0; PxVec3 pos1; PvdColor color1; PxVec3 pos2; PvdColor color2; }; struct PvdTransform { PxTransform transform; PvdColor xAxisColor; PvdColor yAxisColor; PvdColor zAxisColor; PvdTransform( const PxTransform& _transform, PxU32 x, PxU32 y, PxU32 z ) : transform( _transform ) , xAxisColor( x ) , yAxisColor( y ) , zAxisColor( z ) { } }; class PvdImmediateRenderer : public PxProfileEventBufferClientManager { protected: virtual ~PvdImmediateRenderer(){} public: virtual void addRef() = 0; virtual void release() = 0; //Instance to associate the further rendering with. virtual void setInstanceId( const void* instanceId ) = 0; //Draw these points associated with this instance virtual void drawPoints( const PvdPoint* points, PxU32 count ) = 0; //Draw these lines associated with this instance virtual void drawLines( const PvdLine* lines, PxU32 count ) = 0; //Draw these triangles associated with this instance virtual void drawTriangles( const PvdTriangle* triangles, PxU32 count ) = 0; //Constraint visualization routines virtual void visualizeJointFrames( const PxTransform& parent, const PxTransform& child ) = 0; virtual void visualizeLinearLimit( const PxTransform& t0, const PxTransform& t1, PxF32 value, bool active ) = 0; virtual void visualizeAngularLimit( const PxTransform& t0, PxF32 lower, PxF32 upper, bool active) = 0; virtual void visualizeLimitCone( const PxTransform& t, PxF32 ySwing, PxF32 zSwing, bool active) = 0; virtual void visualizeDoubleCone( const PxTransform& t, PxF32 angle, bool active) = 0; //Clear the immedate buffer. virtual void flushRenderEvents() = 0; static PvdImmediateRenderer& create( PxAllocatorCallback& alloc, PxU32 bufferSize = 0x2000 ); }; }}} #endif