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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 NVBLASTEXTAUTHORINGPATTERNGENERATORIMPL_H
+#define NVBLASTEXTAUTHORINGPATTERNGENERATORIMPL_H
+
+#include "NvBlastExtAuthoringTypes.h"
+#include "NvBlastExtAuthoringPatternGenerator.h"
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+ class PatternGeneratorImpl : public PatternGenerator
+ {
+ public:
+ virtual DamagePattern* generateUniformPattern(const UniformPatternDesc* desc) override;
+ virtual DamagePattern* generateBeamPattern(const BeamPatternDesc* desc) override;
+ virtual DamagePattern* generateRegularRadialPattern(const RegularRadialPatternDesc* desc) override;
+ virtual void release() override;
+
+ virtual DamagePattern* generateVoronoiPattern(uint32_t pointCount, const physx::PxVec3* points, int32_t interiorMaterialId) override;
+ private:
+ DamagePattern* generateVoronoiPatternInternal(uint32_t pointCount, const physx::PxVec3* points, int32_t interiorMaterialId, float angle = 0.0f);
+ };
+
+
+} // namespace Blast
+} // namespace Nv
+
+#endif // ifndef NVBLASTEXTAUTHORINGMESHCLEANER_H \ No newline at end of file