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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/shared/general/meshutils/include/MeshIslandGeneration.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/shared/general/meshutils/include/MeshIslandGeneration.h')
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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) 2008-2013 NVIDIA Corporation. All rights reserved.
+
+#ifndef MESH_ISLAND_GENERATION_H
+
+#define MESH_ISLAND_GENERATION_H
+
+#include "Ps.h"
+#include "foundation/PxSimpleTypes.h"
+#include "PsUserAllocated.h"
+
+namespace physx
+{
+ namespace general_meshutils2
+ {
+
+class MeshIslandGeneration
+{
+public:
+
+ virtual PxU32 islandGenerate(PxU32 tcount,const PxU32 *indices,const PxF32 *vertices) = 0;
+ virtual PxU32 islandGenerate(PxU32 tcount,const PxU32 *indices,const PxF64 *vertices) = 0;
+
+ // sometimes island generation can produce co-planar islands. Slivers if you will. If you are passing these islands into a geometric system
+ // that wants to turn them into physical objects, they may not be acceptable. In this case it may be preferable to merge the co-planar islands with
+ // other islands that it 'touches'.
+ virtual PxU32 mergeCoplanarIslands(const PxF32 *vertices) = 0;
+ virtual PxU32 mergeCoplanarIslands(const PxF64 *vertices) = 0;
+
+ virtual PxU32 mergeTouchingIslands(const PxF32 *vertices) = 0;
+ virtual PxU32 mergeTouchingIslands(const PxF64 *vertices) = 0;
+
+ virtual PxU32 * getIsland(PxU32 index,PxU32 &tcount) = 0;
+
+
+};
+
+MeshIslandGeneration * createMeshIslandGeneration(void);
+void releaseMeshIslandGeneration(MeshIslandGeneration *cm);
+
+}; // end of namespace
+ using namespace general_meshutils2;
+};
+
+#endif