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) 2016-2018 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 virtual ~Mesh() {} 00046 00050 virtual void release() = 0; 00051 00055 virtual bool isValid() const = 0; 00056 00060 virtual Vertex* getVerticesWritable() = 0; 00061 00065 virtual const Vertex* getVertices() const = 0; 00066 00067 00071 virtual Edge* getEdgesWritable() = 0; 00072 00076 virtual const Edge* getEdges() const = 0; 00077 00081 virtual Facet* getFacetsBufferWritable() = 0; 00082 00086 virtual const Facet* getFacetsBuffer() const = 0; 00087 00091 virtual Facet* getFacetWritable(int32_t facet) = 0; 00095 virtual const Facet* getFacet(int32_t facet) const = 0; 00096 00100 virtual uint32_t getEdgesCount() const = 0; 00101 00105 virtual uint32_t getVerticesCount() const = 0; 00106 00110 virtual uint32_t getFacetCount() const = 0; 00111 00115 virtual const physx::PxBounds3& getBoundingBox() const = 0; 00116 00120 virtual physx::PxBounds3& getBoundingBoxWritable() = 0; 00121 00122 00126 virtual void setMaterialId(const int32_t* materialIds) = 0; 00127 00131 virtual void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) = 0; 00132 00136 virtual void setSmoothingGroup(const int32_t* smoothingGroups) = 0; 00137 00141 virtual void recalculateBoundingBox() = 0; 00142 00147 virtual float getMeshVolume() = 0; 00148 }; 00149 00150 } // namespace Blast 00151 } // namespace Nv 00152 00153 00154 #endif // ifndef NVBLASTAUTHORINGMESH_H