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//
// 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
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