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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 NVBLASTEXTAUTHORINGTRIANGULATOR_H
#define NVBLASTEXTAUTHORINGTRIANGULATOR_H
#include <vector>
#include <map>
#include "NvBlastExtAuthoringTypes.h"
#include "NvBlastExtAuthoringMesh.h"
#include "NvBlastExtAuthoringInternalCommon.h"
namespace Nv
{
namespace Blast
{
/**
Tool for doing all post processing steps of authoring.
*/
class Triangulator
{
public:
/**
Triangulates provided mesh and saves result internally. Uses Ear-clipping algorithm.
\param[in] mesh Mesh for triangulation
*/
void triangulate(const Mesh* mesh);
/**
\return Return array of triangles of base mesh.
*/
std::vector<Triangle>& getBaseMesh()
{
return mBaseMeshUVFittedTriangles;
}
std::vector<Triangle>& getBaseMeshNotFitted()
{
return mBaseMeshResultTriangles;
}
/**
\return Return array of TriangleIndexed of base mesh. Each TriangleIndexed contains index of corresponding vertex in internal vertex buffer.
*/
std::vector<TriangleIndexed>& getBaseMeshIndexed()
{
return mBaseMeshTriangles;
}
/**
\return Return mapping from vertices of input Mesh to internal vertices buffer. Used for island detection.
*/
std::vector<uint32_t>& getBaseMapping()
{
return mBaseMapping;
};
/**
\return Return mapping from vertices of input Mesh to internal vertices buffer, only positions are accounted. Used for island detection.
*/
std::vector<int32_t>& getPositionedMapping()
{
return mPositionMappedVrt;
};
/**
\return Return internal vertex buffer size. Vertices internally are welded with some threshold.
*/
uint32_t getWeldedVerticesCount()
{
return static_cast<uint32_t>(mVertices.size());
}
/**
Removes all information about mesh triangulation.
*/
void reset();
int32_t& getParentChunkId() { return parentChunkId; };
private:
int32_t parentChunkId;
int32_t addVerticeIfNotExist(const Vertex& p);
void addEdgeIfValid(EdgeWithParent& ed);
/* Data used before triangulation to build polygon loops*/
std::vector<Vertex> mVertices;
std::vector<EdgeWithParent> mBaseMeshEdges;
std::map<Vertex, int32_t, VrtComp> mVertMap;
std::map<EdgeWithParent, int32_t, EdgeComparator> mEdgeMap;
std::vector<uint32_t> mBaseMapping;
std::vector<int32_t> mPositionMappedVrt;
/* ------------------------------------------------------------ */
/**
Unite all almost similar vertices, update edges according to this changes
*/
void prepare(const Mesh* mesh);
void triangulatePolygonWithEarClipping(std::vector<uint32_t>& inputPolygon, Vertex* vert, ProjectionDirections dir);
void buildPolygonAndTriangulate(std::vector<Edge>& edges, Vertex* vertices, int32_t userData, int32_t materialId, int32_t smoothingGroup);
void computePositionedMapping();
std::vector<TriangleIndexed> mBaseMeshTriangles;
/**
Final triangles
*/
std::vector<Triangle> mBaseMeshResultTriangles;
std::vector<Triangle> mBaseMeshUVFittedTriangles;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTEXTAUTHORINGTRIANGULATOR_H
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