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All rights reserved. #ifndef PHYSX_MESHGENERATOR_H #define PHYSX_MESHGENERATOR_H #include "PxPhysicsAPI.h" #include "extensions/PxRemeshingExt.h" namespace meshgenerator { using namespace physx; void createCube(PxArray& triVerts, PxArray& triIndices, const PxVec3& pos, PxReal scaling) { triVerts.clear(); triIndices.clear(); triVerts.pushBack(scaling * PxVec3(0.5f, -0.5f, -0.5f) + pos); triVerts.pushBack(scaling * PxVec3(0.5f, -0.5f, 0.5f) + pos); triVerts.pushBack(scaling * PxVec3(-0.5f, -0.5f, 0.5f) + pos); triVerts.pushBack(scaling * PxVec3(-0.5f, -0.5f, -0.5f) + pos); triVerts.pushBack(scaling * PxVec3(0.5f, 0.5f, -0.5f) + pos); triVerts.pushBack(scaling * PxVec3(0.5f, 0.5f, 0.5f) + pos); triVerts.pushBack(scaling * PxVec3(-0.5f, 0.5f, 0.5f) + pos); triVerts.pushBack(scaling * PxVec3(-0.5f, 0.5f, -0.5f) + pos); triIndices.pushBack(1); triIndices.pushBack(2); triIndices.pushBack(3); triIndices.pushBack(7); triIndices.pushBack(6); triIndices.pushBack(5); triIndices.pushBack(4); triIndices.pushBack(5); triIndices.pushBack(1); triIndices.pushBack(5); triIndices.pushBack(6); triIndices.pushBack(2); triIndices.pushBack(2); triIndices.pushBack(6); triIndices.pushBack(7); triIndices.pushBack(0); triIndices.pushBack(3); triIndices.pushBack(7); triIndices.pushBack(0); triIndices.pushBack(1); triIndices.pushBack(3); triIndices.pushBack(4); triIndices.pushBack(7); triIndices.pushBack(5); triIndices.pushBack(0); triIndices.pushBack(4); triIndices.pushBack(1); triIndices.pushBack(1); triIndices.pushBack(5); triIndices.pushBack(2); triIndices.pushBack(3); triIndices.pushBack(2); triIndices.pushBack(7); triIndices.pushBack(4); triIndices.pushBack(0); triIndices.pushBack(7); } void createConeY(PxArray& triVerts, PxArray& triIndices, const PxVec3& center, PxReal radius, PxReal height, PxU32 numPointsOnRing = 32) { triVerts.clear(); triIndices.clear(); for (PxU32 i = 0; i < numPointsOnRing; ++i) { PxReal angle = i * 2.0f * 3.1415926535898f / numPointsOnRing; triVerts.pushBack(center + radius * PxVec3(PxSin(angle), 0, PxCos(angle))); } triVerts.pushBack(center); triVerts.pushBack(center + PxVec3(0, height, 0)); for (PxU32 i = 0; i < numPointsOnRing; ++i) { triIndices.pushBack(numPointsOnRing); triIndices.pushBack(i); triIndices.pushBack((i + 1) % numPointsOnRing); triIndices.pushBack(numPointsOnRing + 1); triIndices.pushBack((i + 1) % numPointsOnRing); triIndices.pushBack(i); } } void projectPointsOntoSphere(PxArray& triVerts, const PxVec3& center, PxReal radius) { for (PxU32 i = 0; i < triVerts.size(); ++i) { PxVec3 dir = triVerts[i] - center; dir.normalize(); triVerts[i] = center + radius * dir; } } void projectPointsOntoBowl(PxArray& triVerts, const PxVec3& center, PxReal radius) { for (PxU32 i = 0; i < triVerts.size(); ++i) { PxVec3 dir = triVerts[i] - center; dir.normalize(); if (dir.y > 0.01f) { dir.x *= 0.9f; dir.z *= 0.9f; dir.y = -dir.y; } triVerts[i] = center + radius * dir; } } void createBowl(PxArray& triVerts, PxArray& triIndices, const PxVec3& center, PxReal radius, const PxReal maxEdgeLength) { triVerts.clear(); triIndices.clear(); createCube(triVerts, triIndices, center, radius); projectPointsOntoSphere(triVerts, center, radius); while (PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength, 1)) projectPointsOntoSphere(triVerts, center, radius); projectPointsOntoBowl(triVerts, center, radius); } } #endif