text: //-----------------------------------------------------------------------------
  // Copyright (c) 2012 GarageGames, LLC
  //
  // 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 _T3D_PHYSICS_BTDEBUGDRAW_H_
  #define _T3D_PHYSICS_BTDEBUGDRAW_H_
  
  #ifndef _BULLET_H_
  #include "T3D/physics/bullet/bt.h"
  #endif
  
  class Frustum;
  
  
  class BtDebugDraw : public btIDebugDraw
  {
  protected:
  
     /// The number of verts we've used in rendering.
     U32 mVertexCount;
  
     /// The frustum to use for culling or NULL.
     const Frustum *mCuller;
  
  public:
  
     BtDebugDraw()
        :  mVertexCount( 0 ),
           mCuller( NULL )
     {
     }
  
     /// Sets the culler which we use to cull out primitives
     /// that are completely offscreen.
     void setCuller( const Frustum *culler ) { mCuller = culler; }
  
     /// Call this after debug drawing to submit any
     /// remaining primitives for rendering.
     void flush();
  
     // btIDebugDraw
  	virtual void drawLine( const btVector3 &from, const btVector3 &to, const btVector3 &color );
     virtual void drawTriangle(const btVector3& v0,const btVector3& v1,const btVector3& v2,const btVector3& color, btScalar /*alpha*/);
     virtual void drawContactPoint( const btVector3 &PointOnB, const btVector3 &normalOnB, btScalar distance, int lifeTime, const btVector3 &color );
     virtual void reportErrorWarning( const char *warningString ) {}
     virtual void draw3dText( const btVector3 &location, const char *textString ) {}
     virtual void setDebugMode( int debugMode ) {}
     virtual int getDebugMode() const { return DBG_DrawWireframe; }
  };
  
  
  #endif // _T3D_PHYSICS_BTDEBUGDRAW_H_