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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