| 213 | } |
| 214 | |
| 215 | void RenderPhysX3Debug::addAABB(const PxBounds3& box, const RendererColor& color, PxU32 renderFlags) |
| 216 | { |
| 217 | const PxVec3& min = box.minimum; |
| 218 | const PxVec3& max = box.maximum; |
| 219 | |
| 220 | // 7+------+6 0 = --- |
| 221 | // /| /| 1 = +-- |
| 222 | // / | / | 2 = ++- |
| 223 | // / 4+---/--+5 3 = -+- |
| 224 | // 3+------+2 / y z 4 = --+ |
| 225 | // | / | / | / 5 = +-+ |
| 226 | // |/ |/ |/ 6 = +++ |
| 227 | // 0+------+1 *---x 7 = -++ |
| 228 | |
| 229 | // Generate 8 corners of the bbox |
| 230 | PxVec3 pts[8]; |
| 231 | pts[0] = PxVec3(min.x, min.y, min.z); |
| 232 | pts[1] = PxVec3(max.x, min.y, min.z); |
| 233 | pts[2] = PxVec3(max.x, max.y, min.z); |
| 234 | pts[3] = PxVec3(min.x, max.y, min.z); |
| 235 | pts[4] = PxVec3(min.x, min.y, max.z); |
| 236 | pts[5] = PxVec3(max.x, min.y, max.z); |
| 237 | pts[6] = PxVec3(max.x, max.y, max.z); |
| 238 | pts[7] = PxVec3(min.x, max.y, max.z); |
| 239 | |
| 240 | addBox(pts, color, renderFlags); |
| 241 | } |
| 242 | |
| 243 | void RenderPhysX3Debug::addBox(const PxBoxGeometry& bg, const PxTransform& tr, const RendererColor& color, PxU32 renderFlags) |
| 244 | { |