// 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