1 | #ifndef NX_FLUIDS_NXMESHDATA
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2 | #define NX_FLUIDS_NXMESHDATA
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3 | /** \addtogroup fluids
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4 | @{
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5 | */
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6 | /*----------------------------------------------------------------------------*\
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7 | |
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8 | | Public Interface to NovodeX Technology
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9 | |
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10 | | www.novodex.com
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11 | |
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12 | \*----------------------------------------------------------------------------*/
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13 |
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14 | /**
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15 | \brief Very similar to #NxMeshFlags used for the #NxSimpleTriangleMesh type.
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16 |
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17 | \warning <b>Preliminary API, subject to change</b>
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18 | */
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19 | enum NxMeshDataFlags
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20 | {
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21 | /**
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22 | \brief Denotes the use of 16-bit vertex indices.
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23 | */
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24 | NX_MDF_16_BIT_INDICES = 1 << 0,
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25 |
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26 | /**
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27 | \brief Specifies that all floats are written compressed to 16 bit.
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28 | */
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29 | NX_MDF_16_BIT_COMPRESSED_FLOATS = 1 << 1,
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30 |
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31 | /**
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32 | \brief Specifies that triangle indices are generated and adjacent triangles share common vertices.
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33 |
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34 | If this flag is not set, all triangles are described as vertex triplets in the vertex array.
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35 | */
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36 | NX_MDF_INDEXED_MESH = 1 << 2,
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37 |
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38 | };
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39 |
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40 | /**
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41 | \brief Descriptor-like user-side class for describing fluid mesh data.
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42 |
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43 | This data type is used for specifying how the SDK is supposed to pass generated mesh data. This is used for
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44 | implicit mesh generation (see NxImplicitMesh) which is used to render a fluid simulated
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45 | by the NxFluid instance.
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46 |
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47 | The usual way to render a fluid is to create a vertex buffer containing
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48 | data for vertex positions and normals, then defining where this data is supposed to be written to
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49 | in memory by creating an NxMeshData object and using this instance to create an NxImplicitMesh
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50 | from a fluid. After each simulation step, the user can send the buffer data to the graphics card.
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51 | Vertex data elements (positions and normals) can be specified as being written to an interleaved
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52 | vertex buffer or into separate buffers.
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53 |
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54 | This class is very similar to NxSimpleTriangleMesh, with the difference that this user buffer
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55 | wrapper is used to let the SDK write to user buffers instead of reading from them.
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56 |
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57 | \warning <b>Preliminary API, subject to change</b>
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58 | */
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59 | class NxMeshData
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60 | {
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61 | public:
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62 |
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63 | /**
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64 | \brief The pointer to the user specified buffer for vertex positions.
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65 |
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66 | A vertex position consists of three consequent 32 or 16 bit floats,
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67 | depending on whether NX_MDF_16_BIT_COMPRESSED_FLOATS has been set.
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68 |
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69 | \warning <b>Preliminary API, subject to change</b>
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70 | */
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71 | void* verticesPosBegin;
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72 |
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73 | /**
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74 | \brief The pointer to the user specified buffer for vertex normals.
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75 |
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76 | A vertex normal consists of three consequent 32/16 bit floats.
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77 |
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78 | \warning <b>Preliminary API, subject to change</b>
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79 | */
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80 | void* verticesNormalBegin;
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81 |
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82 | /**
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83 | \brief Specifies the distance of two vertex position start addresses in bytes.
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84 |
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85 | \warning <b>Preliminary API, subject to change</b>
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86 | */
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87 | NxI32 verticesPosByteStride;
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88 |
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89 | /**
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90 | \brief Same as veticesPosByteStride for vertex normals.
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91 |
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92 | \warning <b>Preliminary API, subject to change</b>
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93 | */
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94 | NxI32 verticesNormalByteStride;
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95 |
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96 | /**
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97 | \brief The maximal number of vertices which can be stored in the user vertex buffers.
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98 |
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99 | \warning <b>Preliminary API, subject to change</b>
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100 | */
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101 | NxU32 maxVertices;
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102 |
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103 | /**
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104 | \brief Must point to the user allocated memory holding the number of vertices stored in the user vertex
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105 | buffers.
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106 |
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107 | If the SDK writes to a given vertex buffer, it also sets the numbers of elements written.
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108 |
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109 | \warning <b>Preliminary API, subject to change</b>
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110 | */
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111 | NxU32* numVerticesPtr;
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112 |
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113 | /**
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114 | \brief The pointer to the user specified buffer for vertex indices.
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115 |
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116 | An index consist of one 32 or 16 bit integer, depending on whether NX_MDF_16_BIT_INDICES has been set.
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117 |
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118 | This is only used when the flag NX_MDF_INDEXED_MESH has been set.
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119 |
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120 | \warning <b>Preliminary API, subject to change</b>
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121 | */
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122 | void* indicesBegin;
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123 |
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124 | /**
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125 | \brief Specifies the distance of two vertex indices start addresses in bytes.
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126 |
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127 | This is only used when the flag NX_MDF_INDEXED_MESH has been set.
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128 |
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129 | \warning <b>Preliminary API, subject to change</b>
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130 | */
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131 | NxI32 indicesByteStride;
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132 |
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133 | /**
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134 | \brief The maximal number of indices which can be stored in the user index buffer.
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135 |
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136 | This is only used when the flag NX_MDF_INDEXED_MESH has been set.
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137 |
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138 | \warning <b>Preliminary API, subject to change</b>
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139 | */
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140 | NxU32 maxIndices;
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141 |
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142 | /**
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143 | \brief Must point to the user allocated memory holding the number of vertex triplets used to define
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144 | triangles.
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145 |
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146 | If the SDK writes to a given triangle index buffer, it also sets the number of
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147 | triangles written. If the flag NX_MDF_INDEXED_MESH has not been set, the triangle number is
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148 | equal to the number of vertices divided by 3.
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149 |
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150 | \warning <b>Preliminary API, subject to change</b>
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151 | */
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152 | NxU32* numTrianglesPtr;
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153 |
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154 | /**
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155 | \brief Flags of type NxMeshDataFlags
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156 |
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157 | \warning <b>Preliminary API, subject to change</b>
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158 | */
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159 | NxU32 flags;
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160 |
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161 |
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162 |
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163 |
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164 | const char* name; //!< Possible debug name. The string is not copied by the SDK, only the pointer is stored.
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165 |
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166 | NX_INLINE ~NxMeshData();
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167 | /**
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168 | \brief (Re)sets the structure to the default.
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169 |
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170 | \warning <b>Preliminary API, subject to change</b>
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171 | */
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172 |
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173 | NX_INLINE void setToDefault();
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174 | /**
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175 | \brief Returns true if the current settings are valid
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176 |
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177 | \warning <b>Preliminary API, subject to change</b>
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178 | */
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179 | NX_INLINE bool isValid() const;
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180 |
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181 | /**
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182 | \brief Constructor sets to default.
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183 |
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184 | \warning <b>Preliminary API, subject to change</b>
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185 | */
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186 | NX_INLINE NxMeshData();
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187 | };
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188 |
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189 | NX_INLINE NxMeshData::NxMeshData()
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190 | {
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191 | setToDefault();
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192 | }
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193 |
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194 | NX_INLINE NxMeshData::~NxMeshData()
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195 | {
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196 | }
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197 |
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198 | NX_INLINE void NxMeshData::setToDefault()
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199 | {
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200 | verticesPosBegin = NULL;
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201 | verticesNormalBegin = NULL;
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202 | verticesPosByteStride = 0;
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203 | verticesNormalByteStride = 0;
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204 | maxVertices = 0;
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205 | numVerticesPtr = NULL;
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206 | indicesBegin = NULL;
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207 | indicesByteStride = 0;
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208 | maxIndices = 0;
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209 | numTrianglesPtr = NULL;
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210 | flags = NX_MDF_INDEXED_MESH;
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211 |
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212 | name = NULL;
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213 | }
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214 |
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215 | NX_INLINE bool NxMeshData::isValid() const
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216 | {
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217 | if (numVerticesPtr && !(verticesPosBegin && verticesNormalBegin)) return false;
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218 | if (!numVerticesPtr && (verticesPosBegin || verticesNormalBegin)) return false;
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219 |
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220 | if (verticesPosBegin && !verticesPosByteStride) return false;
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221 | if (verticesNormalBegin && !verticesNormalByteStride) return false;
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222 |
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223 | if (!numVerticesPtr && numTrianglesPtr) return false;
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224 | if (numVerticesPtr && flags & NX_MDF_INDEXED_MESH && !numTrianglesPtr) return false;
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225 | if (numVerticesPtr && !(flags & NX_MDF_INDEXED_MESH) && numTrianglesPtr) return false;
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226 |
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227 | if (!numTrianglesPtr && indicesBegin) return false;
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228 | if (numTrianglesPtr && !indicesBegin) return false;
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229 |
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230 | if (indicesBegin && !indicesByteStride) return false;
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231 |
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232 | return true;
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233 | }
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234 |
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235 | /** @} */
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236 | #endif
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237 |
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238 |
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239 | //AGCOPYRIGHTBEGIN
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240 | ///////////////////////////////////////////////////////////////////////////
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241 | // Copyright © 2005 AGEIA Technologies.
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242 | // All rights reserved. www.ageia.com
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243 | ///////////////////////////////////////////////////////////////////////////
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244 | //AGCOPYRIGHTEND
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245 |
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