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// 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) 2016-2020 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTAUTHORINGCUTOUT_H
#define NVBLASTAUTHORINGCUTOUT_H
#include "NvBlastExtAuthoringTypes.h"
namespace Nv
{
namespace Blast
{
/**
Interface to a "cutout set," used with chippable fracturing. A cutout set is created from a bitmap. The
result is turned into cutouts which are applied to the mesh. For example, a bitmap which looks like a brick
pattern will generate a cutout for each "brick," forming the cutout set.
Each cutout is a 2D entity, meant to be projected onto various faces of a mesh. They are represented
by a set of 2D vertices, which form closed loops. More than one loop may represent a single cutout, if
the loops are forced to be convex. Otherwise, a cutout is represented by a single loop.
*/
class CutoutSet
{
public:
/** Returns the number of cutouts in the set. */
virtual uint32_t getCutoutCount() const = 0;
/**
Applies to the cutout indexed by cutoutIndex:
Returns the number of vertices in the cutout.
*/
virtual uint32_t getCutoutVertexCount(uint32_t cutoutIndex, uint32_t loopIndex) const = 0;
/**
Applies to the cutout indexed by cutoutIndex:
Returns the number of loops in this cutout.
*/
virtual uint32_t getCutoutLoopCount(uint32_t cutoutIndex) const = 0;
/**
Applies to the cutout indexed by cutoutIndex:
Returns the vertex indexed by vertexIndex. (Only the X and Y coordinates are used.)
*/
virtual const NvcVec3& getCutoutVertex(uint32_t cutoutIndex, uint32_t loopIndex, uint32_t vertexIndex) const = 0;
/**
If smoothing group should be changed for adjacent to this vertex faces return true
*/
virtual bool isCutoutVertexToggleSmoothingGroup(uint32_t cutoutIndex, uint32_t loopIndex, uint32_t vertexIndex) const = 0;
/**
Whether or not this cutout set is to be tiled.
*/
virtual bool isPeriodic() const = 0;
/**
The dimensions of the fracture map used to create the cutout set.
*/
virtual const NvcVec2& getDimensions() const = 0;
/** Releases all memory and deletes itself. */
virtual void release() = 0;
protected:
/** Protected destructor. Use the release() method. */
virtual ~CutoutSet() {}
};
} // namespace Blast
} // namespace Nv
#endif // idndef NVBLASTAUTHORINGCUTOUT_H
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