aboutsummaryrefslogtreecommitdiff
path: root/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h
diff options
context:
space:
mode:
authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h
parentUpdating BlastTool zip (diff)
downloadblast-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.h296
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