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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) 2008-2017 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H
+#define NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H
+
+/** \addtogroup extensions
+@{
+*/
+
+#include "ClothMeshDesc.h"
+#include "NvCloth/Callbacks.h"
+#include "NvCloth/Allocator.h"
+
+namespace nv
+{
+namespace cloth
+{
+
+class ClothMeshQuadifier : public UserAllocated
+{
+public:
+ virtual ~ClothMeshQuadifier(){}
+
+ /**
+ \brief Convert triangles of ClothMeshDesc to quads.
+ \details In NvCloth, quad dominant mesh representations are preferable to pre-triangulated versions.
+ In cases where the mesh has been already triangulated, this class provides a meachanism to
+ convert (quadify) some triangles back to quad representations.
+ \see ClothFabricCooker
+ \param desc The cloth mesh descriptor prepared for cooking
+ */
+ virtual bool quadify(const ClothMeshDesc& desc) = 0;
+
+ /**
+ \brief Returns a mesh descriptor with some triangle pairs converted to quads.
+ \note The returned descriptor is valid only within the lifespan of ClothMeshQuadifier class.
+ */
+
+ virtual ClothMeshDesc getDescriptor() const = 0;
+
+};
+
+} // namespace cloth
+} // namespace nv
+
+NV_CLOTH_API(nv::cloth::ClothMeshQuadifier*) NvClothCreateMeshQuadifier();
+
+/** @} */
+
+#endif // NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H