// 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 NVBLASTAUTHORINGMESH_H #define NVBLASTAUTHORINGMESH_H #include "NvBlastExtAuthoringTypes.h" namespace Nv { namespace Blast { /** Class for internal mesh representation */ class Mesh { public: virtual ~Mesh() {} /** Release Mesh memory */ virtual void release() = 0; /** Return true if mesh is valid */ virtual bool isValid() const = 0; /** Return writable pointer on vertices array */ virtual Vertex* getVerticesWritable() = 0; /** Return pointer on vertices array */ virtual const Vertex* getVertices() const = 0; /** Return writable pointer on edges array */ virtual Edge* getEdgesWritable() = 0; /** Return pointer on edges array */ virtual const Edge* getEdges() const = 0; /** Return writable pointer on facets array */ virtual Facet* getFacetsBufferWritable() = 0; /** Return pointer on facets array */ virtual const Facet* getFacetsBuffer() const = 0; /** Return writable pointer on specified facet */ virtual Facet* getFacetWritable(int32_t facet) = 0; /** Return pointer on specified facet */ virtual const Facet* getFacet(int32_t facet) const = 0; /** Return edges count */ virtual uint32_t getEdgesCount() const = 0; /** Return vertices count */ virtual uint32_t getVerticesCount() const = 0; /** Return facet count */ virtual uint32_t getFacetCount() const = 0; /** Return reference on mesh bounding box. */ virtual const NvcBounds3& getBoundingBox() const = 0; /** Return writable reference on mesh bounding box. */ virtual NvcBounds3& getBoundingBoxWritable() = 0; /** Set per-facet material id. */ virtual void setMaterialId(const int32_t* materialIds) = 0; /** Replaces an material id on faces with a new one */ virtual void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) = 0; /** Set per-facet smoothing group. */ virtual void setSmoothingGroup(const int32_t* smoothingGroups) = 0; /** Recalculate bounding box */ virtual void recalculateBoundingBox() = 0; /** Compute mesh volume. Can be used only for triangulated meshes. Return mesh volume. If mesh is not triangulated return 0. */ virtual float getMeshVolume() = 0; /** Calculate per-facet bounding boxes. */ virtual void calcPerFacetBounds() = 0; /** Get pointer on facet bounding box, if not calculated return nullptr. */ virtual const NvcBounds3* getFacetBound(uint32_t index) const = 0; }; } // namespace Blast } // namespace Nv #endif // ifndef NVBLASTAUTHORINGMESH_H