My Project
PhysicsDebugDraw.h
1 #pragma once
2 
3 #include "btBulletDynamicsCommon.h"
4 //#include "btIDebugDraw.h"
5 
6 
7 namespace ParaEngine
8 {
9  class IParaDebugDraw;
10 
11  class CPhysicsDebugDraw : public btIDebugDraw
12  {
13  public:
15 
16  void SetParaDebugDrawInterface(IParaDebugDraw* pDebugDrawInterface);
17  IParaDebugDraw* GetParaDebugDrawInterface();
18 
19  virtual void drawLine(const btVector3& from,const btVector3& to,const btVector3& color);
20 
21  virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color);
22 
23  virtual void reportErrorWarning(const char* warningString);
24 
25  virtual void draw3dText(const btVector3& location,const char* textString);
26 
27  virtual void setDebugMode(int debugMode);
28 
29  virtual int getDebugMode() const;
30 
31  protected:
32  IParaDebugDraw* m_pDebugDraw;
33  int m_nDrawMode;
34  };
35 
36 }
different physics engine has different winding order.
Definition: EventBinding.h:32
IParaDebugDraw draw interface draws line based primitives for debugging purposes. ...
Definition: IParaDebugDraw.h:10
Definition: PhysicsDebugDraw.h:11