diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz blast-7115f60b91b5717d90f643fd692010905c7004db.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h')
| -rwxr-xr-x[-rw-r--r--] | sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h | 296 |
1 files changed, 148 insertions, 148 deletions
diff --git a/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h b/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h index d961b47..1e9fad8 100644..100755 --- a/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h +++ b/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h @@ -1,148 +1,148 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef NVBLASTEXTAUTHORINGTRIANGULATOR_H -#define NVBLASTEXTAUTHORINGTRIANGULATOR_H - - -#include <vector> -#include <map> -#include "NvBlastExtAuthoringTypes.h" -#include "NvBlastExtAuthoringMesh.h" -#include "NvBlastExtAuthoringInternalCommon.h" - -namespace Nv -{ -namespace Blast -{ - - -/** - Tool for doing all post processing steps of authoring. -*/ -class Triangulator -{ -public: - /** - Triangulates provided mesh and saves result internally. Uses Ear-clipping algorithm. - \param[in] mesh Mesh for triangulation - */ - void triangulate(const Mesh* mesh); - - /** - \return Return array of triangles of base mesh. - */ - std::vector<Triangle>& getBaseMesh() - { - return mBaseMeshUVFittedTriangles; - } - - std::vector<Triangle>& getBaseMeshNotFitted() - { - return mBaseMeshResultTriangles; - } - - - /** - \return Return array of TriangleIndexed of base mesh. Each TriangleIndexed contains index of corresponding vertex in internal vertex buffer. - */ - std::vector<TriangleIndexed>& getBaseMeshIndexed() - { - return mBaseMeshTriangles; - } - /** - \return Return mapping from vertices of input Mesh to internal vertices buffer. Used for island detection. - */ - std::vector<uint32_t>& getBaseMapping() - { - return mBaseMapping; - }; - /** - \return Return mapping from vertices of input Mesh to internal vertices buffer, only positions are accounted. Used for island detection. - */ - std::vector<int32_t>& getPositionedMapping() - { - return mPositionMappedVrt; - }; - /** - \return Return internal vertex buffer size. Vertices internally are welded with some threshold. - */ - uint32_t getWeldedVerticesCount() - { - return static_cast<uint32_t>(mVertices.size()); - } - - /** - Removes all information about mesh triangulation. - */ - void reset(); - - int32_t& getParentChunkId() { return parentChunkId; }; - -private: - - int32_t parentChunkId; - - int32_t addVerticeIfNotExist(const Vertex& p); - void addEdgeIfValid(EdgeWithParent& ed); - - /* Data used before triangulation to build polygon loops*/ - - std::vector<Vertex> mVertices; - std::vector<EdgeWithParent> mBaseMeshEdges; - std::map<Vertex, int32_t, VrtComp> mVertMap; - std::map<EdgeWithParent, int32_t, EdgeComparator> mEdgeMap; - std::vector<uint32_t> mBaseMapping; - std::vector<int32_t> mPositionMappedVrt; - /* ------------------------------------------------------------ */ - - - /** - Unite all almost similar vertices, update edges according to this changes - */ - void prepare(const Mesh* mesh); - - - - void triangulatePolygonWithEarClipping(std::vector<uint32_t>& inputPolygon, Vertex* vert, ProjectionDirections dir); - void buildPolygonAndTriangulate(std::vector<Edge>& edges, Vertex* vertices, int32_t userData, int32_t materialId, int32_t smoothingGroup); - void computePositionedMapping(); - - std::vector<TriangleIndexed> mBaseMeshTriangles; - /** - Final triangles - */ - std::vector<Triangle> mBaseMeshResultTriangles; - std::vector<Triangle> mBaseMeshUVFittedTriangles; -}; - -} // namespace Blast -} // namespace Nv - - -#endif // ifndef NVBLASTEXTAUTHORINGTRIANGULATOR_H +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTAUTHORINGTRIANGULATOR_H
+#define NVBLASTEXTAUTHORINGTRIANGULATOR_H
+
+
+#include <vector>
+#include <map>
+#include "NvBlastExtAuthoringTypes.h"
+#include "NvBlastExtAuthoringMesh.h"
+#include "NvBlastExtAuthoringInternalCommon.h"
+
+namespace Nv
+{
+namespace Blast
+{
+
+
+/**
+ Tool for doing all post processing steps of authoring.
+*/
+class Triangulator
+{
+public:
+ /**
+ Triangulates provided mesh and saves result internally. Uses Ear-clipping algorithm.
+ \param[in] mesh Mesh for triangulation
+ */
+ void triangulate(const Mesh* mesh);
+
+ /**
+ \return Return array of triangles of base mesh.
+ */
+ std::vector<Triangle>& getBaseMesh()
+ {
+ return mBaseMeshUVFittedTriangles;
+ }
+
+ std::vector<Triangle>& getBaseMeshNotFitted()
+ {
+ return mBaseMeshResultTriangles;
+ }
+
+
+ /**
+ \return Return array of TriangleIndexed of base mesh. Each TriangleIndexed contains index of corresponding vertex in internal vertex buffer.
+ */
+ std::vector<TriangleIndexed>& getBaseMeshIndexed()
+ {
+ return mBaseMeshTriangles;
+ }
+ /**
+ \return Return mapping from vertices of input Mesh to internal vertices buffer. Used for island detection.
+ */
+ std::vector<uint32_t>& getBaseMapping()
+ {
+ return mBaseMapping;
+ };
+ /**
+ \return Return mapping from vertices of input Mesh to internal vertices buffer, only positions are accounted. Used for island detection.
+ */
+ std::vector<int32_t>& getPositionedMapping()
+ {
+ return mPositionMappedVrt;
+ };
+ /**
+ \return Return internal vertex buffer size. Vertices internally are welded with some threshold.
+ */
+ uint32_t getWeldedVerticesCount()
+ {
+ return static_cast<uint32_t>(mVertices.size());
+ }
+
+ /**
+ Removes all information about mesh triangulation.
+ */
+ void reset();
+
+ int32_t& getParentChunkId() { return parentChunkId; };
+
+private:
+
+ int32_t parentChunkId;
+
+ int32_t addVerticeIfNotExist(const Vertex& p);
+ void addEdgeIfValid(EdgeWithParent& ed);
+
+ /* Data used before triangulation to build polygon loops*/
+
+ std::vector<Vertex> mVertices;
+ std::vector<EdgeWithParent> mBaseMeshEdges;
+ std::map<Vertex, int32_t, VrtComp> mVertMap;
+ std::map<EdgeWithParent, int32_t, EdgeComparator> mEdgeMap;
+ std::vector<uint32_t> mBaseMapping;
+ std::vector<int32_t> mPositionMappedVrt;
+ /* ------------------------------------------------------------ */
+
+
+ /**
+ Unite all almost similar vertices, update edges according to this changes
+ */
+ void prepare(const Mesh* mesh);
+
+
+
+ void triangulatePolygonWithEarClipping(std::vector<uint32_t>& inputPolygon, Vertex* vert, ProjectionDirections dir);
+ void buildPolygonAndTriangulate(std::vector<Edge>& edges, Vertex* vertices, int32_t userData, int32_t materialId, int32_t smoothingGroup);
+ void computePositionedMapping();
+
+ std::vector<TriangleIndexed> mBaseMeshTriangles;
+ /**
+ Final triangles
+ */
+ std::vector<Triangle> mBaseMeshResultTriangles;
+ std::vector<Triangle> mBaseMeshUVFittedTriangles;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTEXTAUTHORINGTRIANGULATOR_H
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