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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 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 NvcVec3* points, int32_t interiorMaterialId) override;
	private:
		DamagePattern* generateVoronoiPatternInternal(uint32_t pointCount, const NvcVec3* points, int32_t interiorMaterialId, float angle = 0.0f);
	};


} // namespace Blast
} // namespace Nv

#endif // ifndef NVBLASTEXTAUTHORINGMESHCLEANER_H