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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) 2016-2020 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTAUTHORINGFCUTOUTIMPL_H
#define NVBLASTAUTHORINGFCUTOUTIMPL_H
#include "NvBlastExtAuthoringCutout.h"
#include <vector>
#include <PxVec2.h>
#include <PxVec3.h>
#include <PxMat44.h>
namespace Nv
{
namespace Blast
{
struct PolyVert
{
uint16_t index;
uint16_t flags;
};
struct ConvexLoop
{
std::vector<PolyVert> polyVerts;
};
struct Cutout
{
std::vector<physx::PxVec3> vertices;
//std::vector<ConvexLoop> convexLoops;
std::vector<physx::PxVec3> smoothingGroups;
};
struct POINT2D
{
POINT2D() {}
POINT2D(int32_t _x, int32_t _y) : x(_x), y(_y) {}
int32_t x;
int32_t y;
bool operator==(const POINT2D& other) const
{
return x == other.x && y == other.y;
}
bool operator<(const POINT2D& other) const
{
if (x == other.x) return y < other.y;
return x < other.x;
}
};
struct CutoutSetImpl : public CutoutSet
{
CutoutSetImpl() : periodic(false), dimensions(0.0f)
{
}
uint32_t getCutoutCount() const
{
return (uint32_t)cutouts.size() - 1;
}
uint32_t getCutoutVertexCount(uint32_t cutoutIndex, uint32_t loopIndex) const
{
return (uint32_t)cutoutLoops[cutouts[cutoutIndex] + loopIndex].vertices.size();
}
uint32_t getCutoutLoopCount(uint32_t cutoutIndex) const
{
return (uint32_t)cutouts[cutoutIndex + 1] - cutouts[cutoutIndex];
}
const NvcVec3& getCutoutVertex(uint32_t cutoutIndex, uint32_t loopIndex, uint32_t vertexIndex) const;
bool isCutoutVertexToggleSmoothingGroup(uint32_t cutoutIndex, uint32_t loopIndex, uint32_t vertexIndex) const
{
auto& vRef = cutoutLoops[cutouts[cutoutIndex] + loopIndex].vertices[vertexIndex];
for (auto& v : cutoutLoops[cutouts[cutoutIndex] + loopIndex].smoothingGroups)
{
if ((vRef - v).magnitudeSquared() < 1e-5)
{
return true;
}
}
return false;
}
bool isPeriodic() const
{
return periodic;
}
const NvcVec2& getDimensions() const;
//void serialize(physx::PxFileBuf& stream) const;
//void deserialize(physx::PxFileBuf& stream);
void release()
{
delete this;
}
std::vector<Cutout> cutoutLoops;
std::vector<uint32_t> cutouts;
bool periodic;
physx::PxVec2 dimensions;
};
void createCutoutSet(Nv::Blast::CutoutSetImpl& cutoutSet, const uint8_t* pixelBuffer, uint32_t bufferWidth, uint32_t bufferHeight,
float segmentationErrorThreshold, float snapThreshold, bool periodic, bool expandGaps);
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTAUTHORINGFCUTOUTIMPL_H
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