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// Copyright (c) 2008-2023 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_TETRAHEDRON_MESH_DESC_H
#define PX_TETRAHEDRON_MESH_DESC_H
/** \addtogroup cooking
@{
*/
#include "PxPhysXConfig.h"
#include "foundation/PxVec3.h"
#include "foundation/PxFlags.h"
#include "common/PxCoreUtilityTypes.h"
#include "geometry/PxSimpleTriangleMesh.h"
#include "foundation/PxArray.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Descriptor class for #PxTetrahedronMesh (contains only pure geometric data).
@see PxTetrahedronMesh PxShape
*/
class PxTetrahedronMeshDesc
{
public:
/**
\brief Defines the tetrahedron structure of a mesh.
*/
enum PxMeshFormat
{
eTET_MESH, //!< Normal tetmesh with arbitrary tetrahedra
eHEX_MESH //!< 6 tetrahedra in a row will form a hexahedron
};
/**
Optional pointer to first material index, or NULL. There are PxTetrahedronMesh::numTriangles indices in total.
Caller may add materialIndexStride bytes to the pointer to access the next triangle.
When a tetrahedron mesh collides with another object, a material is required at the collision point.
If materialIndices is NULL, then the material of the PxShape instance is used.
Otherwise, if the point of contact is on a tetrahedron with index i, then the material index is determined as:
PxFEMMaterialTableIndex index = *(PxFEMMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i);
If the contact point falls on a vertex or an edge, a tetrahedron adjacent to the vertex or edge is selected, and its index
used to look up a material. The selection is arbitrary but consistent over time.
Default: NULL
@see materialIndexStride
*/
PxTypedStridedData materialIndices;
/**
\brief Pointer to first vertex point.
*/
PxBoundedData points;
/**
\brief Pointer to first tetrahedron.
Caller may add tetrhedronStrideBytes bytes to the pointer to access the next tetrahedron.
These are quadruplets of 0 based indices:
vert0 vert1 vert2 vert3
vert0 vert1 vert2 vert3
vert0 vert1 vert2 vert3
...
where vertex is either a 32 or 16 bit unsigned integer. There are numTetrahedrons*4 indices.
This is declared as a void pointer because it is actually either an PxU16 or a PxU32 pointer.
*/
PxBoundedData tetrahedrons;
/**
\brief Flags bits, combined from values of the enum ::PxMeshFlag
*/
PxMeshFlags flags;
/**
\brief Used for simulation meshes only. Defines if this tet mesh should be simulated as a tet mesh,
or if a set of tetrahedra should be used to represent another shape, e.g. a hexahedral mesh constructed
from 6 elements.
*/
PxU16 tetsPerElement;
/**
\brief Constructor to build an empty tetmesh description
*/
PxTetrahedronMeshDesc()
{
points.count = 0;
points.stride = 0;
points.data = NULL;
tetrahedrons.count = 0;
tetrahedrons.stride = 0;
tetrahedrons.data = NULL;
tetsPerElement = 1;
}
/**
\brief Constructor to build a tetmeshdescription that links to the vertices and indices provided
*/
PxTetrahedronMeshDesc(physx::PxArray& meshVertices, physx::PxArray& meshTetIndices, const PxTetrahedronMeshDesc::PxMeshFormat meshFormat = eTET_MESH)
{
points.count = meshVertices.size();
points.stride = sizeof(float) * 3;
points.data = meshVertices.begin();
tetrahedrons.count = meshTetIndices.size() / 4;
tetrahedrons.stride = sizeof(int) * 4;
tetrahedrons.data = meshTetIndices.begin();
if (meshFormat == eTET_MESH)
tetsPerElement = 1;
else
tetsPerElement = 6;
}
PX_INLINE bool isValid() const
{
// Check geometry of the collision mesh
if (points.count < 4) //at least 1 tetrahedron's worth of points
return false;
if ((!tetrahedrons.data) && (points.count % 4)) // Non-indexed mesh => we must ensure the geometry defines an implicit number of tetrahedrons // i.e. numVertices can't be divided by 4
return false;
if (points.count > 0xffff && flags & PxMeshFlag::e16_BIT_INDICES)
return false;
if (!points.data)
return false;
if (points.stride < sizeof(PxVec3)) //should be at least one point's worth of data
return false;
//add more validity checks here
if (materialIndices.data && materialIndices.stride < sizeof(PxFEMMaterialTableIndex))
return false;
// The tetrahedrons pointer is not mandatory
if (tetrahedrons.data)
{
// Indexed collision mesh
PxU32 limit = (flags & PxMeshFlag::e16_BIT_INDICES) ? sizeof(PxU16) * 4 : sizeof(PxU32) * 4;
if (tetrahedrons.stride < limit)
return false;
}
//The model can only be either a tetmesh (1 tet per element), or have 5 or 6 tets per hex element, otherwise invalid.
if (tetsPerElement != 1 && tetsPerElement != 6)
return false;
return true;
}
};
///**
//\brief Descriptor class for #PxSoftBodyMesh (contains only additional data used for softbody simulation).
//@see PxSoftBodyMesh PxShape
//*/
class PxSoftBodySimulationDataDesc
{
public:
/**
\brief Pointer to first index of tetrahedron that contains the vertex at the same location in the vertex buffer.
if left unassigned it will be computed automatically. If a point is inside multiple tetrahedra (ambiguous case), the frist one found will be taken.
*/
PxBoundedData vertexToTet;
/**
\brief Constructor to build an empty simulation description
*/
PxSoftBodySimulationDataDesc()
{
vertexToTet.count = 0;
vertexToTet.stride = 0;
vertexToTet.data = NULL;
}
/**
\brief Constructor to build a simulation description with a defined vertex to tetrahedron mapping
*/
PxSoftBodySimulationDataDesc(physx::PxArray& vertToTet)
{
vertexToTet.count = vertToTet.size();
vertexToTet.stride = sizeof(PxI32);
vertexToTet.data = vertToTet.begin();
}
PX_INLINE bool isValid() const
{
return true;
}
};
#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif