// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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