// 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) 2008-2018 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 PX_COOKINGUTILS #define PX_COOKINGUTILS #include "foundation/PxVec3.h" #include "PxPhysXConfig.h" namespace physx { //! Vertex cloud reduction result structure struct REDUCEDCLOUD { // Out PxVec3* RVerts; //!< Reduced list PxU32 NbRVerts; //!< Reduced number of vertices PxU32* CrossRef; //!< nb_verts remapped indices }; class ReducedVertexCloud { public: // Constructors/destructor ReducedVertexCloud(const PxVec3* verts, PxU32 nb_verts); ~ReducedVertexCloud(); // Free used bytes ReducedVertexCloud& Clean(); // Cloud reduction bool Reduce(REDUCEDCLOUD* rc=NULL); // Data access PX_INLINE PxU32 GetNbVerts() const { return mNbVerts; } PX_INLINE PxU32 GetNbReducedVerts() const { return mNbRVerts; } PX_INLINE const PxVec3* GetReducedVerts() const { return mRVerts; } PX_INLINE const PxVec3& GetReducedVertex(PxU32 i) const { return mRVerts[i]; } PX_INLINE const PxU32* GetCrossRefTable() const { return mXRef; } private: // Original vertex cloud PxU32 mNbVerts; //!< Number of vertices const PxVec3* mVerts; //!< List of vertices (pointer copy) // Reduced vertex cloud PxU32 mNbRVerts; //!< Reduced number of vertices PxVec3* mRVerts; //!< Reduced list of vertices PxU32* mXRef; //!< Cross-reference table (used to remap topologies) }; } #endif