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++ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
++ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
++ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
++ // SPDX-License-Identifier: Apache-2.0
++
++ #ifndef PX_TRIANGLE_MESH_DESC_H
++ #define PX_TRIANGLE_MESH_DESC_H
++
++ #include "PxPhysXConfig.h"
++ #include "geometry/PxSimpleTriangleMesh.h"
++ #include "PxSDFDesc.h"
++
++ #if !PX_DOXYGEN
++ namespace physx
++ {
++ #endif
++
++
++ /**
++ \brief Descriptor class for #PxTriangleMesh.
++
++ Note that this class is derived from PxSimpleTriangleMesh which contains the members that describe the basic mesh.
++ The mesh data is *copied* when an PxTriangleMesh object is created from this descriptor. After the call the
++ user may discard the triangle data.
++
++ \see PxTriangleMesh PxTriangleMeshGeometry PxShape
++ */
++ class PxTriangleMeshDesc : public PxSimpleTriangleMesh
++ {
++ public:
++
++ /**
++ Optional pointer to first material index, or NULL. There are PxSimpleTriangleMesh::numTriangles indices in total.
++ Caller may add materialIndexStride bytes to the pointer to access the next triangle.
++
++ When a triangle 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 triangle with index i, then the material index is determined as:
++ PxMaterialTableIndex index = *(PxMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i);
++
++ If the contact point falls on a vertex or an edge, a triangle 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.
++
++ <b>Default:</b> NULL
++
++ \see materialIndexStride
++ */
++ PxTypedBoundedData<const PxMaterialTableIndex> materialIndices;
++
++ /**
++ \brief SDF descriptor. When this descriptor is set, a signed distance field (SDF) is calculated. SDF collisions only
++ work when the GPU solver is used to run the simulation. The GPU solver is enabled by setting the flag PxSceneFlag::eENABLE_GPU_DYNAMICS in the scene description.
++
++ <b>Default:</b> NULL
++ */
++ PxSDFDesc* sdfDesc;
++
++ /**
++ \brief Optional user-defined geometry epsilon for ray-triangle intersection tolerance.
++
++ The geometry epsilon controls how much the barycentric bounds of each triangle are enlarged
++ during raycasts and other scene queries. By default (0.0) it is auto-computed from the mesh's
++ local bounding box. Set a positive value to override the automatic computation.
++
++ <b>Default:</b> 0.0
++
++ <b>Range:</b> [0.0, PX_MAX_F32)
++ */
++ PxReal geomEpsilon;
++
++ /**
++ \brief Constructor sets to default.
++ */
++ PX_INLINE PxTriangleMeshDesc();
++
++ /**
++ \brief (re)sets the structure to the default.
++ */
++ PX_INLINE void setToDefault();
++
++ /**
++ \brief Returns true if the descriptor is valid.
++ \return true if the current settings are valid
++ */
++ PX_INLINE bool isValid() const;
++ };
++
++
++ PX_INLINE PxTriangleMeshDesc::PxTriangleMeshDesc() //constructor sets to default
++ {
++ PxSimpleTriangleMesh::setToDefault();
++ sdfDesc = NULL;
++ geomEpsilon = 0.0f;
++ }
++
++ PX_INLINE void PxTriangleMeshDesc::setToDefault()
++ {
++ *this = PxTriangleMeshDesc();
++ }
++
++ PX_INLINE bool PxTriangleMeshDesc::isValid() const
++ {
++ if(points.count < 3) //at least 1 trig's worth of points
++ return false;
++ if ((!triangles.data) && (points.count%3)) // Non-indexed mesh => we must ensure the geometry defines an implicit number of triangles // i.e. numVertices can't be divided by 3
++ return false;
++ //add more validity checks here
++ if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex))
++ return false;
++
++ if (sdfDesc && !sdfDesc->isValid())
++ return false;
++
++ return PxSimpleTriangleMesh::isValid();
++ }
++
++
++ #if !PX_DOXYGEN
++ } // namespace physx
++ #endif
++
++ #endif