NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxPvdSceneClient.h Source File

NVIDIA PhysX SDK 3.4 API

PxPvdSceneClient.h

Go to the documentation of this file.
00001 // This code contains NVIDIA Confidential Information and is disclosed to you
00002 // under a form of NVIDIA software license agreement provided separately to you.
00003 //
00004 // Notice
00005 // NVIDIA Corporation and its licensors retain all intellectual property and
00006 // proprietary rights in and to this software and related documentation and
00007 // any modifications thereto. Any use, reproduction, disclosure, or
00008 // distribution of this software and related documentation without an express
00009 // license agreement from NVIDIA Corporation is strictly prohibited.
00010 //
00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
00015 //
00016 // Information and code furnished is believed to be accurate and reliable.
00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
00018 // information or for any infringement of patents or other rights of third parties that may
00019 // result from its use. No license is granted by implication or otherwise under any patent
00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
00021 // This code supersedes and replaces all information previously supplied.
00022 // NVIDIA Corporation products are not authorized for use as critical
00023 // components in life support devices or systems without express written approval of
00024 // NVIDIA Corporation.
00025 //
00026 // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
00029 
00030 #ifndef PX_PVD_SCENE_CLIENT_H
00031 #define PX_PVD_SCENE_CLIENT_H
00032 
00037 #include "foundation/PxFlags.h"
00038 
00039 namespace physx
00040 {
00041     namespace pvdsdk
00042     {
00043         class PvdClient;   
00044         struct PvdDebugPoint;
00045         struct PvdDebugLine;
00046         struct PvdDebugTriangle;
00047         struct PvdDebugText;
00048     }
00049 }
00050 
00051 #if !PX_DOXYGEN
00052 namespace physx
00053 {
00054 #endif
00055 
00059 struct PxPvdSceneFlag
00060 {
00061     enum Enum
00062     {
00063         eTRANSMIT_CONTACTS     = (1 << 0), 
00064         eTRANSMIT_SCENEQUERIES = (1 << 1), 
00065         eTRANSMIT_CONSTRAINTS  = (1 << 2)  
00066     };
00067 };
00068 
00074 typedef PxFlags<PxPvdSceneFlag::Enum, PxU8> PxPvdSceneFlags;
00075 PX_FLAGS_OPERATORS(PxPvdSceneFlag::Enum, PxU8)
00076 
00077 
00082 class PxPvdSceneClient
00083 {
00084   public:
00090     virtual void setScenePvdFlag(PxPvdSceneFlag::Enum flag, bool value) = 0;
00091 
00096     virtual void setScenePvdFlags(PxPvdSceneFlags flags) = 0;
00097 
00101     virtual PxPvdSceneFlags getScenePvdFlags() const = 0;
00102 
00106     virtual void updateCamera(const char* name, const PxVec3& origin, const PxVec3& up, const PxVec3& target) = 0;
00107 
00111     virtual void drawPoints(const physx::pvdsdk::PvdDebugPoint* points, PxU32 count) = 0;
00112 
00116     virtual void drawLines(const physx::pvdsdk::PvdDebugLine* lines, PxU32 count) = 0;
00117 
00121     virtual void drawTriangles(const physx::pvdsdk::PvdDebugTriangle* triangles, PxU32 count) = 0;
00122 
00126     virtual void drawText(const physx::pvdsdk::PvdDebugText& text) = 0;
00127 
00131     virtual physx::pvdsdk::PvdClient* getClientInternal() = 0;
00132 
00133 protected:
00134     virtual ~PxPvdSceneClient(){}
00135 };
00136 
00137 #if !PX_DOXYGEN
00138 } // namespace physx
00139 #endif
00140 
00142 #endif // PX_PVD_SCENE_CLIENT_H


Copyright © 2008-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com