6e8fbca745
match the genesis editor version 1.3.0.653.
118 lines
4.3 KiB
C++
118 lines
4.3 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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#ifndef PVD_IMMEDIATE_RENDERER_H
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#define PVD_IMMEDIATE_RENDERER_H
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#include "physxvisualdebuggersdk/PvdObjectModelBaseTypes.h"
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#include "physxprofilesdk/PxProfileEventBufferClientManager.h"
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#include "foundation/PxVec3.h"
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#include "foundation/PxTransform.h"
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namespace physx { namespace debugger { namespace renderer {
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struct PvdPoint
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{
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PxVec3 pos;
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PvdColor color;
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PvdPoint(const PxVec3& pos, const PvdColor& color)
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: pos(pos), color(color) {}
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PvdPoint(){}
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};
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struct PvdLine
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{
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PvdLine(const PxVec3& pos0, const PxVec3& pos1, const PvdColor& color)
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: pos0(pos0), color0(color), pos1(pos1), color1(color) {}
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PvdLine(){}
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PxVec3 pos0;
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PvdColor color0;
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PxVec3 pos1;
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PvdColor color1;
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};
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struct PvdTriangle
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{
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PvdTriangle(const PxVec3& pos0, const PxVec3& pos1, const PxVec3& pos2, const PvdColor& color)
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: pos0(pos0), color0(color), pos1(pos1), color1(color), pos2(pos2), color2(color) {}
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PvdTriangle(){}
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PxVec3 pos0;
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PvdColor color0;
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PxVec3 pos1;
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PvdColor color1;
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PxVec3 pos2;
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PvdColor color2;
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};
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struct PvdTransform
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{
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PxTransform transform;
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PvdColor xAxisColor;
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PvdColor yAxisColor;
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PvdColor zAxisColor;
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PvdTransform( const PxTransform& _transform, PxU32 x, PxU32 y, PxU32 z )
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: transform( _transform )
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, xAxisColor( x )
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, yAxisColor( y )
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, zAxisColor( z )
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{
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}
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};
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class PvdImmediateRenderer : public PxProfileEventBufferClientManager
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{
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protected:
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virtual ~PvdImmediateRenderer(){}
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public:
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virtual void addRef() = 0;
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virtual void release() = 0;
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//Instance to associate the further rendering with.
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virtual void setInstanceId( const void* instanceId ) = 0;
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//Draw these points associated with this instance
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virtual void drawPoints( const PvdPoint* points, PxU32 count ) = 0;
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//Draw these lines associated with this instance
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virtual void drawLines( const PvdLine* lines, PxU32 count ) = 0;
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//Draw these triangles associated with this instance
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virtual void drawTriangles( const PvdTriangle* triangles, PxU32 count ) = 0;
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//Constraint visualization routines
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virtual void visualizeJointFrames( const PxTransform& parent, const PxTransform& child ) = 0;
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virtual void visualizeLinearLimit( const PxTransform& t0, const PxTransform& t1, PxF32 value, bool active ) = 0;
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virtual void visualizeAngularLimit( const PxTransform& t0, PxF32 lower, PxF32 upper, bool active) = 0;
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virtual void visualizeLimitCone( const PxTransform& t, PxF32 ySwing, PxF32 zSwing, bool active) = 0;
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virtual void visualizeDoubleCone( const PxTransform& t, PxF32 angle, bool active) = 0;
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//Clear the immedate buffer.
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virtual void flushRenderEvents() = 0;
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static PvdImmediateRenderer& create( PxAllocatorCallback& alloc, PxU32 bufferSize = 0x2000 );
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};
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}}}
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#endif |