// 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) 2008-2020 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 NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H #define NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H /** \addtogroup extensions @{ */ #include "ClothMeshDesc.h" #include "NvCloth/Callbacks.h" #include "NvCloth/Allocator.h" namespace nv { namespace cloth { class ClothMeshQuadifier : public UserAllocated { public: virtual ~ClothMeshQuadifier(){} /** \brief Convert triangles of ClothMeshDesc to quads. \details In NvCloth, quad dominant mesh representations are preferable to pre-triangulated versions. In cases where the mesh has been already triangulated, this class provides a meachanism to convert (quadify) some triangles back to quad representations. \see ClothFabricCooker \param desc The cloth mesh descriptor prepared for cooking */ virtual bool quadify(const ClothMeshDesc& desc) = 0; /** \brief Returns a mesh descriptor with some triangle pairs converted to quads. \note The returned descriptor is valid only within the lifespan of ClothMeshQuadifier class. */ virtual ClothMeshDesc getDescriptor() const = 0; }; } // namespace cloth } // namespace nv NV_CLOTH_API(nv::cloth::ClothMeshQuadifier*) NvClothCreateMeshQuadifier(); /** @} */ #endif // NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H