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ExtRemesher.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26
27
28#ifndef EXT_REMESHER_H
29#define EXT_REMESHER_H
30
31#include "foundation/PxBounds3.h"
32#include "foundation/PxArray.h"
33
34namespace physx
35{
36 namespace Ext
37 {
38
39 // ------------------------------------------------------------------------------
40
41 class Remesher {
42 public:
43
44 Remesher() {}
45 ~Remesher() {}
46
47 void remesh(const PxArray<PxVec3>& verts, const PxArray<PxU32>& triIds, PxI32 resolution = 100, PxArray<PxU32> *vertexMap = nullptr);
48
49 void clear();
50 void readBack(PxArray<PxVec3>& vertices, PxArray<PxU32>& triIds);
51
52 private:
53 PxArray<PxVec3> vertices;
54 PxArray<PxI32> triIds;
55
56 void addCell(PxI32 xi, PxI32 yi, PxI32 zi);
57 PxI32 getCellNr(PxI32 xi, PxI32 yi, PxI32 zi) const;
58 bool cellExists(PxI32 xi, PxI32 yi, PxI32 zi) const;
59
60 void removeDuplicateVertices();
61 void pruneInternalSurfaces();
62 void computeNormals();
63 void findTriNeighbors();
64
65 void project(const PxArray<PxVec3>& inputVerts, const PxArray<PxU32>& inputTriIds,
66 float searchDist, float surfaceDist);
67
68 void createVertexMap(const PxArray<PxVec3>& inputVerts, const PxVec3 &gridOrigin, PxF32 &gridSpacing,
69 PxArray<PxU32> &vertexMap);
70
71 // -------------------------------------------------------------------------------------
72 struct Cell
73 {
74 void init(PxI32 _xi, PxI32 _yi, PxI32 _zi) {
75 this->xi = _xi; this->yi = _yi; this->zi = _zi;
76 this->next = -1;
77 }
78 PxI32 xi, yi, zi;
79 PxI32 next;
80 };
81
82 PxArray<Cell> cells;
83 PxArray<PxI32> firstCell;
84 PxArray<PxVec3> normals;
85 PxArray<PxI32> triNeighbors;
86 PxArray<PxI32> cellOfVertex;
87
88 PxArray<PxBounds3> bvhBounds;
89 PxArray<PxI32> bvhTris;
90 };
91 }
92}
93
94
95#endif
Definition ExtRemesher.h:41
Definition PxArray.h:53
3 Element vector class.
Definition PxVec3.h:50
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39