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FlaxEngine/Source/ThirdParty/NvCloth/NvClothExt/ClothMeshQuadifier.h
2023-07-03 09:51:42 +02:00

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// This code contains NVIDIA Confidential Information and is disclosed to you
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// 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