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RavEngine
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Provides methods to adjust the tessellation of meshes. More...
#include <PxRemeshingExt.h>
Static Public Member Functions | |
| static bool | limitMaxEdgeLength (PxArray< PxU32 > &triangles, PxArray< PxVec3 > &points, PxReal maxEdgeLength, PxU32 maxIterations=100, PxArray< PxU32 > *triangleMap=NULL, PxU32 triangleCountThreshold=0xFFFFFFFF) |
| Processes a triangle mesh and makes sure that no triangle edge is longer than the maximal edge length specified. | |
Provides methods to adjust the tessellation of meshes.
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static |
Processes a triangle mesh and makes sure that no triangle edge is longer than the maximal edge length specified.
To shorten edges that are too long, additional points get inserted at their center leading to a subdivision of the input mesh. This process is executed repeatedly until the maximum edge length criterion is satisfied
| [in,out] | triangles | The triangles of the mesh where a maximum edge length should be enforced. They will be modified in place during the process. |
| [in,out] | points | The vertices of the mesh where a maximum edge length should be enforced. They will be modified in place during the process. |
| [in] | maxEdgeLength | The maximum edge length allowed after processing the input |
| [in] | maxIterations | The maximum number of subdivision iterations |
| [out] | triangleMap | An optional map that provides the index of the original triangle for every triangle after the subdivision |
| [in] | triangleCountThreshold | Optional limit to the number of triangles. Not guaranteed to match exactly, the algorithm will just stop as soon as possible after reaching the limit. |