include/extensions/PxTetMakerExt.h
File members: include/extensions/PxTetMakerExt.h
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2024 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_TETMAKER_EXT_H
#define PX_TETMAKER_EXT_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxVec3.h"
#include "common/PxCoreUtilityTypes.h"
#include "foundation/PxArray.h"
#include "PxTriangleMeshAnalysisResult.h"
#include "PxTetrahedronMeshAnalysisResult.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
class PxTriangleMesh;
class PxTetrahedronMeshDesc;
class PxDeformableVolumeSimulationDataDesc;
struct PxTetMakerData;
class PxSimpleTriangleMesh;
class PxTetMaker
{
public:
static bool createConformingTetrahedronMesh(const PxSimpleTriangleMesh& triangleMesh, physx::PxArray<physx::PxVec3>& outVertices, physx::PxArray<physx::PxU32>& outTetIndices,
const bool validate = true, PxReal volumeThreshold = 0.0f);
static bool createVoxelTetrahedronMesh(const PxTetrahedronMeshDesc& tetMesh, const PxU32 numVoxelsAlongLongestBoundingBoxAxis,
physx::PxArray<physx::PxVec3>& outVertices, physx::PxArray<physx::PxU32>& outTetIndices, PxI32* inputPointToOutputTetIndex = NULL, const PxU32* anchorNodeIndices = NULL, PxU32 numTetsPerVoxel = 5);
static bool createVoxelTetrahedronMeshFromEdgeLength(const PxTetrahedronMeshDesc& tetMesh, const PxReal voxelEdgeLength,
physx::PxArray<physx::PxVec3>& outVertices, physx::PxArray<physx::PxU32>& outTetIndices, PxI32* inputPointToOutputTetIndex = NULL, const PxU32* anchorNodeIndices = NULL, PxU32 numTetsPerVoxel = 5);
static PxTriangleMeshAnalysisResults validateTriangleMesh(const PxSimpleTriangleMesh& triangleMesh, const PxReal minVolumeThreshold = 1e-6f, const PxReal minTriangleAngleRadians = 10.0f*3.1415926535898f / 180.0f);
static PxTetrahedronMeshAnalysisResults validateTetrahedronMesh(const PxBoundedData& points, const PxBoundedData& tetrahedra, const PxReal minTetVolumeThreshold = 1e-8f);
static void simplifyTriangleMesh(const PxArray<PxVec3>& inputVertices, const PxArray<PxU32>&inputIndices, int targetTriangleCount, PxF32 maximalEdgeLength,
PxArray<PxVec3>& outputVertices, PxArray<PxU32>& outputIndices,
PxArray<PxU32> *vertexMap = NULL, PxReal edgeLengthCostWeight = 0.1f, PxReal flatnessDetectionThreshold = 0.01f,
bool projectSimplifiedPointsOnInputMeshSurface = false, PxArray<PxU32>* outputVertexToInputTriangle = NULL, bool removeDisconnectedPatches = false);
static void remeshTriangleMesh(const PxArray<PxVec3>& inputVertices, const PxArray<PxU32>&inputIndices, PxU32 gridResolution,
PxArray<PxVec3>& outputVertices, PxArray<PxU32>& outputIndices, PxArray<PxU32> *vertexMap = NULL);
static void remeshTriangleMesh(const PxVec3* inputVertices, PxU32 nbVertices, const PxU32* inputIndices, PxU32 nbIndices, PxU32 gridResolution,
PxArray<PxVec3>& outputVertices, PxArray<PxU32>& outputIndices, PxArray<PxU32> *vertexMap = NULL);
static void createTreeBasedTetrahedralMesh(const PxArray<PxVec3>& inputVertices, const PxArray<PxU32>&inputIndices,
bool useTreeNodes, PxArray<PxVec3>& outputVertices, PxArray<PxU32>& outputIndices, PxReal volumeThreshold = 0.0f);
static void createRelaxedVoxelTetrahedralMesh(const PxArray<PxVec3>& inputVertices, const PxArray<PxU32>&inputIndices,
PxArray<PxVec3>& outputVertices, PxArray<PxU32>& outputIndices,
PxI32 resolution, PxI32 numRelaxationIterations = 5, PxF32 relMinTetVolume = 0.05f);
static void detectTriangleIslands(const PxI32* triangles, PxU32 numTriangles, PxArray<PxU32>& islandIndexPerTriangle);
static PxU32 findLargestIslandId(const PxU32* islandIndexPerTriangle, PxU32 numTriangles);
};
#if !PX_DOXYGEN
}
#endif
#endif