00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved. 00027 00028 00029 #ifndef NVBLASTAUTHORINGMESH_H 00030 #define NVBLASTAUTHORINGMESH_H 00031 00032 #include "NvBlastExtAuthoringTypes.h" 00033 00034 namespace Nv 00035 { 00036 namespace Blast 00037 { 00038 00042 class Mesh 00043 { 00044 public: 00045 00046 virtual ~Mesh() {} 00047 00051 virtual void release() = 0; 00052 00056 virtual bool isValid() const = 0; 00057 00061 virtual Vertex* getVerticesWritable() = 0; 00062 00066 virtual const Vertex* getVertices() const = 0; 00067 00068 00072 virtual Edge* getEdgesWritable() = 0; 00073 00077 virtual const Edge* getEdges() const = 0; 00078 00082 virtual Facet* getFacetsBufferWritable() = 0; 00083 00087 virtual const Facet* getFacetsBuffer() const = 0; 00088 00092 virtual Facet* getFacetWritable(int32_t facet) = 0; 00096 virtual const Facet* getFacet(int32_t facet) const = 0; 00097 00101 virtual uint32_t getEdgesCount() const = 0; 00102 00106 virtual uint32_t getVerticesCount() const = 0; 00107 00111 virtual uint32_t getFacetCount() const = 0; 00112 00116 virtual const NvcBounds3& getBoundingBox() const = 0; 00117 00121 virtual NvcBounds3& getBoundingBoxWritable() = 0; 00122 00123 00127 virtual void setMaterialId(const int32_t* materialIds) = 0; 00128 00132 virtual void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) = 0; 00133 00137 virtual void setSmoothingGroup(const int32_t* smoothingGroups) = 0; 00138 00142 virtual void recalculateBoundingBox() = 0; 00143 00148 virtual float getMeshVolume() = 0; 00149 00150 00154 virtual void calcPerFacetBounds() = 0; 00155 00159 virtual const NvcBounds3* getFacetBound(uint32_t index) const = 0; 00160 00161 }; 00162 00163 } // namespace Blast 00164 } // namespace Nv 00165 00166 00167 #endif // ifndef NVBLASTAUTHORINGMESH_H