// 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) 2013-2016 NVIDIA Corporation. All rights reserved. #pragma once #include #include "core.h" #include "maths.h" struct Mesh { void AddMesh(const Mesh& m); uint32_t GetNumVertices() const { return uint32_t(m_positions.size()); } uint32_t GetNumFaces() const { return uint32_t(m_indices.size()) / 3; } void DuplicateVertex(uint32_t i); void CalculateNormals(); void Transform(const Matrix44& m); void Normalize(float s=1.0f); // scale so bounds in any dimension equals s and lower bound = (0,0,0) void GetBounds(Vector3& minExtents, Vector3& maxExtents) const; std::vector m_positions; std::vector m_normals; std::vector m_texcoords[2]; std::vector m_colours; std::vector m_indices; }; // create mesh from file Mesh* ImportMeshFromObj(const char* path); Mesh* ImportMeshFromPly(const char* path); Mesh* ImportMeshFromBin(const char* path); // just switches on filename Mesh* ImportMesh(const char* path); // save a mesh in a flat binary format void ExportMeshToBin(const char* path, const Mesh* m); // create procedural primitives Mesh* CreateTriMesh(float size, float y=0.0f); Mesh* CreateCubeMesh(); Mesh* CreateQuadMesh(float size, float y=0.0f); Mesh* CreateDiscMesh(float radius, uint32_t segments); Mesh* CreateTetrahedron(float ground=0.0f, float height=1.0f); //fixed but not used Mesh* CreateSphere(int slices, int segments, float radius = 1.0f); Mesh* CreateCapsule(int slices, int segments, float radius = 1.0f, float halfHeight = 1.0f);