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authorBryan Galdrikian <[email protected]>2019-05-03 00:25:46 -0700
committerBryan Galdrikian <[email protected]>2019-05-03 00:25:46 -0700
commit74b64a27f8e07b1b0b47b809b1a060518fa11a97 (patch)
tree34cca01711be56892c149706f02ba7358d87ec54 /sdk/extensions/authoringCommon/include/NvBlastExtAuthoringConvexMeshBuilder.h
parentFixing chunk reorder bug in BlastTool, when importing a prefractured mesh (diff)
downloadblast-74b64a27f8e07b1b0b47b809b1a060518fa11a97.tar.xz
blast-74b64a27f8e07b1b0b47b809b1a060518fa11a97.zip
Blast SDK 1.1.5 prerelease #1v1.1.5_pre1
Diffstat (limited to 'sdk/extensions/authoringCommon/include/NvBlastExtAuthoringConvexMeshBuilder.h')
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+// 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 NVBLASTEXTAUTHORINGCONVEXMESHBUILDER_H
+#define NVBLASTEXTAUTHORINGCONVEXMESHBUILDER_H
+
+#include "NvCTypes.h"
+
+namespace Nv
+{
+namespace Blast
+{
+
+struct CollisionHull;
+
+/**
+ ConvexMeshBuilder provides routine to build collision hulls from array of vertices.
+ Collision hull is built as convex hull of provided point set.
+ If due to some reason building of convex hull is failed, collision hull is built as bounding box of vertex set.
+ PhysX implementation can be found in NvBlastExtPx.
+*/
+class ConvexMeshBuilder
+{
+public:
+
+ /**
+ Release ConvexMeshBuilder memory
+ */
+ virtual void release() = 0;
+
+ /**
+ Method creates CollisionHull from provided array of vertices.
+ \param[in] verticesCount Number of vertices
+ \param[in] vertexData Vertex array of some object, for which collision geometry should be built
+ \param[out] output Reference on CollisionHull object in which generated geometry should be saved
+ */
+ virtual CollisionHull* buildCollisionGeometry(uint32_t verticesCount, const NvcVec3* vertexData) = 0;
+
+ /**
+ Release CollisionHull memory.
+ */
+ virtual void releaseCollisionHull(CollisionHull* hull) const = 0;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTEXTAUTHORINGCONVEXMESHBUILDER_H