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XCEngine/engine/third_party/physx/source/physxextensions/src/tet/ExtOctreeTetrahedralizer.h

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// Redistribution and use in source and binary forms, with or without
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// * Redistributions in binary form must reproduce the above copyright
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// documentation and/or other materials provided with the distribution.
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// contributors may be used to endorse or promote products derived
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//
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 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 EXT_OCTREE_TETRAHEDRALIZER_H
#define EXT_OCTREE_TETRAHEDRALIZER_H
#include "ExtMultiList.h"
#include "ExtVec3.h"
#include "foundation/PxVec3.h"
#include "ExtInsideTester.h"
namespace physx
{
namespace Ext
{
class InsideTester;
// ------------------------------------------------------------------------------
class OctreeTetrahedralizer
{
public:
OctreeTetrahedralizer();
void clear();
void createTetMesh(const PxArray<PxVec3> &verts, const PxArray<PxU32> &triIds,
bool includeOctreeNodes = true, PxI32 maxVertsPerCell = 20, PxI32 maxTreeDepth = 5);
void readBack(PxArray<PxVec3> &tetVertices, PxArray<PxU32> &tetIndices);
private:
// input mesh
PxArray<PxVec3> surfaceVerts;
PxArray<PxI32> surfaceTriIds;
// octree
PxI32 maxVertsPerCell;
PxI32 maxTreeDepth;
struct Cell
{
void init()
{
firstChild = -1;
orig = PxVec3d(0.0, 0.0, 0.0);
size = 0.0;
numVerts = 0;
closestTetNr = -1;
depth = 0;
}
PxI32 getChildNr(const PxVec3d& p);
PX_FORCE_INLINE PxI32 getChildNr(const PxVec3& p)
{
return getChildNr(PxVec3d(PxF64(p.x), PxF64(p.y), PxF64(p.z)));
}
PxI32 firstChild;
PxI32 firstCellVert;
PxI32 firstCellTet;
PxVec3d orig;
double size;
PxI32 numVerts;
PxI32 closestTetNr;
PxI32 depth;
};
PxArray<Cell> cells;
MultiList<PxI32> vertsOfCell;
// tet mesh
PxArray<PxVec3d> tetVerts;
PxArray<PxI32> tetIds;
PxArray<PxI32> tetNeighbors;
PxArray<PxI32> tetMarks;
PxI32 currentTetMark;
PxArray<PxI32> stack;
PxArray<PxI32> violatingTets;
PxI32 firstABBVert;
struct Edge
{
PxI32 id0, id1;
PxI32 faceNr, tetNr;
void init(PxI32 _id0, PxI32 _id1, PxI32 _tetNr, PxI32 _faceNr)
{
this->id0 = _id0 < _id1 ? _id0 : _id1;
this->id1 = _id0 > _id1 ? _id0 : _id1;
this->tetNr = _tetNr;
this->faceNr = _faceNr;
}
PX_FORCE_INLINE bool operator < (Edge e) const
{
if (id0 < e.id0) return true;
if (id0 > e.id0) return false;
return id1 < e.id1;
}
PX_FORCE_INLINE bool operator == (Edge e)
{
return id0 == e.id0 && id1 == e.id1;
}
};
PxArray<Edge> edges;
void clearTets();
void createTree();
void treeInsertVert(PxI32 cellNr, PxI32 vertNr);
void createTetVerts(bool includeOctreeNodes);
bool findSurroundingTet(const PxVec3d& p, PxI32 startTetNr, PxI32& tetNr);
bool findSurroundingTet(const PxVec3d& p, PxI32& tetNr);
void treeInsertTet(PxI32 tetNr);
void treeRemoveTet(PxI32 tetNr);
PxI32 firstFreeTet;
PxI32 getNewTetNr();
void removeTetNr(PxI32 tetNr);
PxVec3d getTetCenter(PxI32 tetNr) const;
bool meshInsertTetVert(PxI32 vertNr);
InsideTester insideTester;
void pruneTets();
mutable float prevClip;
mutable float prevScale;
mutable PxArray<PxVec3> renderVerts;
mutable PxArray<PxVec3> renderNormals;
mutable PxArray<PxI32> renderTriIds;
};
}
}
#endif