// MIT License // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #ifndef B2_DRAW_H #define B2_DRAW_H #include "b2_api.h" #include "b2_math.h" #include "b2_particle.h" /// Color for debug drawing. Each value has the range [0,1]. struct B2_API b2Color { b2Color() {} b2Color(float rIn, float gIn, float bIn, float aIn = 1.0f) { r = rIn; g = gIn; b = bIn; a = aIn; } void Set(float rIn, float gIn, float bIn, float aIn = 1.0f) { r = rIn; g = gIn; b = bIn; a = aIn; } float r, g, b, a; }; /// Implement and register this class with a b2World to provide debug drawing of physics /// entities in your game. class B2_API b2Draw { public: b2Draw(); virtual ~b2Draw() {} enum { e_shapeBit = 0x0001, ///< draw shapes e_jointBit = 0x0002, ///< draw joint connections e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes e_pairBit = 0x0008, ///< draw broad-phase pairs e_centerOfMassBit = 0x0010, ///< draw center of mass frame e_particleBit = 0x0020 ///< draw particles }; /// Set the drawing flags. void SetFlags(uint32 flags); /// Get the drawing flags. uint32 GetFlags() const; /// Append flags to the current flags. void AppendFlags(uint32 flags); /// Clear flags from the current flags. void ClearFlags(uint32 flags); /// Draw a closed polygon provided in CCW order. virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0; /// Draw a solid closed polygon provided in CCW order. virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0; /// Draw a circle. virtual void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) = 0; /// Draw a solid circle. virtual void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) = 0; /// Draw a particle array virtual void DrawParticles(const b2Vec2 *centers, float32 radius, const b2ParticleColor *colors, int32 count) = 0; /// Draw a line segment. virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0; /// Draw a transform. Choose your own length scale. /// @param xf a transform. virtual void DrawTransform(const b2Transform& xf) = 0; /// Draw a point. virtual void DrawPoint(const b2Vec2& p, float size, const b2Color& color) = 0; protected: uint32 m_drawFlags; }; #endif