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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 NVBLASTAUTHORINGMESHIMPL_H
#define NVBLASTAUTHORINGMESHIMPL_H
#include "NvBlastExtAuthoringMesh.h"
#include <PxBounds3.h>
#include <vector>
#include <map>
#include <set>
namespace Nv
{
namespace Blast
{
/**
Class for internal mesh representation
*/
class MeshImpl : public Mesh
{
public:
/**
Constructs mesh object from array of triangles.
\param[in] position Array of vertex positions
\param[in] normals Array of vertex normals
\param[in] uv Array of vertex uv coordinates
\param[in] verticesCount Vertices count
\param[in] indices Array of vertex indices. Indices contain vertex index triplets which form a mesh triangle.
\param[in] indicesCount Indices count (should be equal to numberOfTriangles * 3)
*/
MeshImpl(const NvcVec3* position, const NvcVec3* normals, const NvcVec2* uv, uint32_t verticesCount, const uint32_t* indices, uint32_t indicesCount);
/**
Constructs mesh object from array of facets.
\param[in] vertices Array of vertices
\param[in] edges Array of edges
\param[in] facets Array of facets
\param[in] posCount Vertices count
\param[in] edgesCount Edges count
\param[in] facetsCount Facets count
*/
MeshImpl(const Vertex* vertices, const Edge* edges, const Facet* facets, uint32_t posCount, uint32_t edgesCount, uint32_t facetsCount);
MeshImpl(const Vertex* vertices, uint32_t count);
MeshImpl(const Vertex* vertices, uint32_t count, uint32_t* indices, uint32_t indexCount, void* materials, uint32_t materialStride);
~MeshImpl();
virtual void release() override;
/**
Return true if mesh is valid
*/
bool isValid() const override;
/**
Return pointer on vertices array
*/
Vertex* getVerticesWritable() override;
/**
Return pointer on edges array
*/
Edge* getEdgesWritable() override;
/**
Return pointer on facets array
*/
Facet* getFacetsBufferWritable() override;
/**
Return pointer on vertices array
*/
const Vertex* getVertices() const override;
/**
Return pointer on edges array
*/
const Edge* getEdges() const override;
/**
Return pointer on facets array
*/
const Facet* getFacetsBuffer() const override;
/**
Return writable pointer on specified facet
*/
Facet* getFacetWritable(int32_t facet) override;
/**
Return writable pointer on specified facet
*/
const Facet* getFacet(int32_t facet) const override;
/**
Return edges count
*/
uint32_t getEdgesCount() const override;
/**
Return vertices count
*/
uint32_t getVerticesCount() const override;
/**
Return facet count
*/
uint32_t getFacetCount() const override;
/**
Return reference on mesh bounding box.
*/
const NvcBounds3& getBoundingBox() const override;
/**
Return writable reference on mesh bounding box.
*/
NvcBounds3& getBoundingBoxWritable() override;
/**
Recalculate bounding box
*/
void recalculateBoundingBox() override;
/**
Compute mesh volume. Can be used only for triangulated meshes.
Return mesh volume. If mesh is not triangulated return 0.
*/
float getMeshVolume() override;
/**
Set per-facet material id.
*/
void setMaterialId(const int32_t* materialIds) override;
/**
Replaces an material id on faces with a new one
*/
void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) override;
/**
Set per-facet smoothing group.
*/
void setSmoothingGroup(const int32_t* smoothingGroups) override;
/**
Calculate per-facet bounding boxes.
*/
virtual void calcPerFacetBounds() override;
/**
Get pointer on facet bounding box, if not calculated return nullptr.
*/
virtual const NvcBounds3* getFacetBound(uint32_t index) const override;
private:
std::vector<Vertex> mVertices;
std::vector<Edge> mEdges;
std::vector<Facet> mFacets;
physx::PxBounds3 mBounds;
std::vector<physx::PxBounds3> mPerFacetBounds;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTAUTHORINGMESHIMPL_H
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