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XCEngine/engine/third_party/physx/source/common/src/CmRenderBuffer.h

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef CM_RENDER_BUFFER_H
#define CM_RENDER_BUFFER_H
#include "common/PxRenderBuffer.h"
#include "CmUtils.h"
#include "foundation/PxArray.h"
#include "foundation/PxUserAllocated.h"
namespace physx
{
namespace Cm
{
/**
Implementation of PxRenderBuffer.
*/
class RenderBuffer : public PxRenderBuffer, public PxUserAllocated
{
template <typename T>
void append(PxArray<T>& dst, const T* src, PxU32 count)
{
dst.reserve(dst.size() + count);
for(const T* end=src+count; src<end; ++src)
dst.pushBack(*src);
}
public:
RenderBuffer() :
mPoints("renderBufferPoints"),
mLines("renderBufferLines"),
mTriangles("renderBufferTriangles")
{}
virtual PxU32 getNbPoints() const { return mPoints.size(); }
virtual const PxDebugPoint* getPoints() const { return mPoints.begin(); }
virtual void addPoint(const PxDebugPoint& point) { mPoints.pushBack(point); }
virtual PxU32 getNbLines() const { return mLines.size(); }
virtual const PxDebugLine* getLines() const { return mLines.begin(); }
virtual void addLine(const PxDebugLine& line) { mLines.pushBack(line); }
virtual PxDebugLine* reserveLines(const PxU32 nbLines) {return reserveContainerMemory(mLines, nbLines);}
virtual PxDebugPoint* reservePoints(const PxU32 nbPoints) { return reserveContainerMemory(mPoints, nbPoints); }
virtual PxU32 getNbTriangles() const { return mTriangles.size(); }
virtual const PxDebugTriangle* getTriangles() const { return mTriangles.begin(); }
virtual void addTriangle(const PxDebugTriangle& triangle) { mTriangles.pushBack(triangle); }
virtual void append(const PxRenderBuffer& other)
{
append(mPoints, other.getPoints(), other.getNbPoints());
append(mLines, other.getLines(), other.getNbLines());
append(mTriangles, other.getTriangles(), other.getNbTriangles());
}
virtual void clear()
{
mPoints.clear();
mLines.clear();
mTriangles.clear();
}
virtual bool empty() const
{
return mPoints.empty() && mLines.empty() && mTriangles.empty();
}
virtual void shift(const PxVec3& delta)
{
for(PxU32 i=0; i < mPoints.size(); i++)
mPoints[i].pos += delta;
for(PxU32 i=0; i < mLines.size(); i++)
{
mLines[i].pos0 += delta;
mLines[i].pos1 += delta;
}
for(PxU32 i=0; i < mTriangles.size(); i++)
{
mTriangles[i].pos0 += delta;
mTriangles[i].pos1 += delta;
mTriangles[i].pos2 += delta;
}
}
PxArray<PxDebugPoint> mPoints;
PxArray<PxDebugLine> mLines;
PxArray<PxDebugTriangle> mTriangles;
};
} // Cm
}
#endif