include/extensions/PxSamplingExt.h

File members: include/extensions/PxSamplingExt.h

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#ifndef PX_SAMPLING_EXT_H
#define PX_SAMPLING_EXT_H
#include "foundation/PxArray.h"
#include "geometry/PxGeometry.h"
#include "foundation/PxUserAllocated.h"
#include "geometry/PxSimpleTriangleMesh.h"

#if !PX_DOXYGEN
namespace physx
{
#endif

class PxSamplingExt
{
public:
    static bool poissonSample(const PxSimpleTriangleMesh& mesh, PxReal r, PxArray<PxVec3>& result, PxReal rVolume = 0.0f, PxArray<PxI32>* triangleIds = NULL, PxArray<PxVec3>* barycentricCoordinates = NULL,
        const PxBounds3* axisAlignedBox = NULL, const PxQuat* boxOrientation = NULL, PxU32 maxNumSamples = 0, PxU32 numSampleAttemptsAroundPoint = 30);

    static bool poissonSample(const PxGeometry& geometry, const PxTransform& transform, const PxBounds3& worldBounds, PxReal r, PxArray<PxVec3>& result, PxReal rVolume = 0.0f,
        const PxBounds3* axisAlignedBox = NULL, const PxQuat* boxOrientation = NULL, PxU32 maxNumSamples = 0, PxU32 numSampleAttemptsAroundPoint = 30);
};

class PxPoissonSampler : public PxUserAllocated
{
public:
    virtual bool setSamplingRadius(PxReal samplingRadius) = 0;

    virtual void addSamples(const PxArray<PxVec3>& samples) = 0;

    virtual PxU32 removeSamples(const PxArray<PxVec3>& samples) = 0;

    virtual void addSamplesInSphere(const PxVec3& sphereCenter, PxReal sphereRadius, bool createVolumeSamples = false) = 0;

    virtual void addSamplesInBox(const PxBounds3& axisAlignedBox, const PxQuat& boxOrientation, bool createVolumeSamples = false) = 0;

    virtual const PxArray<PxVec3>& getSamples() const = 0;

    virtual ~PxPoissonSampler() { }
};

PxPoissonSampler* PxCreateShapeSampler(const PxGeometry& geometry, const PxTransform& transform, const PxBounds3& worldBounds, PxReal initialSamplingRadius, PxI32 numSampleAttemptsAroundPoint = 30);

class PxTriangleMeshPoissonSampler : public virtual PxPoissonSampler
{
public:
    virtual const PxArray<PxI32>& getSampleTriangleIds() const = 0;

    virtual const PxArray<PxVec3>& getSampleBarycentrics() const = 0;

    virtual bool isPointInTriangleMesh(const PxVec3& p) = 0;

    virtual ~PxTriangleMeshPoissonSampler() { }
};

PxTriangleMeshPoissonSampler* PxCreateTriangleMeshSampler(const PxU32* triangles, PxU32 numTriangles, const PxVec3* vertices, PxU32 numVertices, PxReal initialSamplingRadius, PxI32 numSampleAttemptsAroundPoint = 30);

#if !PX_DOXYGEN
} // namespace physx
#endif

#endif