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// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.

#ifndef NVBLASTAUTHORINGCUTOUT_H
#define NVBLASTAUTHORINGCUTOUT_H

#include "NvBlastExtAuthoringTypes.h"


namespace Nv
{
namespace Blast
{

/**
Interface to a "cutout set," used with chippable fracturing.  A cutout set is created from a bitmap.  The
result is turned into cutouts which are applied to the mesh.  For example, a bitmap which looks like a brick
pattern will generate a cutout for each "brick," forming the cutout set.

Each cutout is a 2D entity, meant to be projected onto various faces of a mesh.  They are represented
by a set of 2D vertices, which form closed loops.  More than one loop may represent a single cutout, if
the loops are forced to be convex.  Otherwise, a cutout is represented by a single loop.
*/
class CutoutSet
{
public:
	/** Returns the number of cutouts in the set. */
	virtual uint32_t				getCutoutCount() const = 0;

	/**
	Applies to the cutout indexed by cutoutIndex:
	Returns the number of vertices in the cutout.
	*/
	virtual uint32_t				getCutoutVertexCount(uint32_t cutoutIndex) const = 0;

	/**
	Applies to the cutout indexed by cutoutIndex:
	Returns the number of loops in this cutout.
	*/
	virtual uint32_t				getCutoutLoopCount(uint32_t cutoutIndex) const = 0;

	/**
	Applies to the cutout indexed by cutoutIndex:
	Returns the vertex indexed by vertexIndex.  (Only the X and Y coordinates are used.)
	*/
	virtual const physx::PxVec3&	getCutoutVertex(uint32_t cutoutIndex, uint32_t vertexIndex) const = 0;

	/**
	Applies to the cutout indexed by cutoutIndex:
	Returns the number of vertices in the loop indexed by loopIndex.
	*/
	virtual uint32_t				getCutoutLoopSize(uint32_t coutoutIndex, uint32_t loopIndex) const = 0;

	/**
	Applies to the cutout indexed by cutoutIndex:
	Returns the vertex index of the vertex indexed by vertexNum, in the loop
	indexed by loopIndex.
	*/
	virtual uint32_t				getCutoutLoopVertexIndex(uint32_t cutoutIndex, uint32_t loopIndex, uint32_t vertexNum) const = 0;

	/**
	Applies to the cutout indexed by cutoutIndex:
	Returns the flags of the vertex indexed by vertexNum, in the loop
	indexed by loopIndex.
	*/
	virtual uint32_t				getCutoutLoopVertexFlags(uint32_t cutoutIndex, uint32_t loopIndex, uint32_t vertexNum) const = 0;

	/**
	Whether or not this cutout set is to be tiled.
	*/
	virtual bool					isPeriodic() const = 0;

	/**
	The dimensions of the fracture map used to create the cutout set.
	*/
	virtual const physx::PxVec2&	getDimensions() const = 0;

	/** Serialization */
	//virtual void			serialize(physx::PxFileBuf& stream) const = 0;
	//virtual void			deserialize(physx::PxFileBuf& stream) = 0;

	/** Releases all memory and deletes itself. */
	virtual void					release() = 0;

protected:
	/** Protected destructor.  Use the release() method. */
	virtual							~CutoutSet() {}
};

} // namespace Blast
} // namespace Nv


#endif // idndef NVBLASTAUTHORINGCUTOUT_H
