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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_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;
++
++ /**
++ \brief Provides functionality to create a tetrahedral mesh from a triangle mesh.
++ */
++ class PxTetMaker
++ {
++ public:
++
++ /**
++ \brief Create conforming tetrahedron mesh using TetMaker
++
++ \param[in] triangleMesh The description of the triangle mesh including vertices and indices
++ \param[out] outVertices The vertices to store the conforming tetrahedral mesh
++ \param[out] outTetIndices The indices to store the conforming tetrahedral mesh
++ \param[in] validate If set to true the input triangle mesh will get analyzed to find possible deficiencies
++ \param[in] volumeThreshold Tetrahedra with a volume smaller than the specified threshold will be removed from the mesh
++ \return True if success
++ */
++ static bool createConformingTetrahedronMesh(const PxSimpleTriangleMesh& triangleMesh, physx::PxArray<physx::PxVec3>& outVertices, physx::PxArray<physx::PxU32>& outTetIndices,
++ const bool validate = true, PxReal volumeThreshold = 0.0f);
++
++ /**
++ \brief Create voxel-based tetrahedron mesh using TetMaker
++
++ \param[in] tetMesh The description of the tetrahedral mesh including vertices and indices
++ \param[in] numVoxelsAlongLongestBoundingBoxAxis The number of voxels along the longest bounding box axis
++ \param[out] outVertices The vertices to store the voxel-based tetrahedral mesh
++ \param[out] outTetIndices The indices to store the voxel-based tetrahedral mesh
++ \param[out] inputPointToOutputTetIndex Buffer with the size of nbTetVerts that contains the tetrahedron index containing the input point with the same index
++ \param[in] anchorNodeIndices Some input vertices may not be referenced by any tetrahedron. They can be mapped to another input vertex that is used by a tetrahedron to support embedding of additional points.
++ \param[in] numTetsPerVoxel The number of tetrahedra used to fill a voxel. Only a value of 5 or 6 is supported. 5 is recommended because it mostly avoids mesh anisotropy.
++ \return True if success
++ */
++ 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);
++
++ /**
++ \brief Create voxel-based tetrahedron mesh using TetMaker
++
++ \param[in] tetMesh The description of the tetrahedral mesh including vertices and indices
++ \param[in] voxelEdgeLength The edge length of a voxel.Can be adjusted slightly such that a multiple of it matches the input points' bounding box size
++ \param[out] outVertices The vertices to store the voxel-based tetrahedral mesh
++ \param[out] outTetIndices The indices to store the voxel-based tetrahedral mesh
++ \param[out] inputPointToOutputTetIndex Buffer with the size of nbTetVerts that contains the tetrahedron index containing the input point with the same index
++ \param[in] anchorNodeIndices Some input vertices may not be referenced by any tetrahedron. They can be mapped to another input vertex that is used by a tetrahedron to support embedding of additional points.
++ \param[in] numTetsPerVoxel The number of tetrahedra used to fill a voxel. Only a value of 5 or 6 is supported. 5 is recommended because it mostly avoids mesh anisotropy.
++ \return True if success
++ */
++ 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);
++
++ /**
++ \brief Analyzes the triangle mesh to get a report about deficiencies. Some deficiencies can be handled by the tetmesher, others cannot.
++
++ \param[in] triangleMesh The description of the triangle mesh including vertices and indices
++ \param[in] minVolumeThreshold Minimum volume the mesh must have such that no volume warning is generated
++ \param[in] minTriangleAngleRadians Minimum angle allowed for triangles such that no angle warning is generated
++ \return Flags that describe the triangle mesh's deficiencies
++ */
++ static PxTriangleMeshAnalysisResults validateTriangleMesh(const PxSimpleTriangleMesh& triangleMesh, const PxReal minVolumeThreshold = 1e-6f, const PxReal minTriangleAngleRadians = 10.0f*3.1415926535898f / 180.0f);
++
++ /**
++ \brief Analyzes the tetrahedron mesh to get a report about deficiencies. Some deficiencies can be handled by the deformable volume cooker, others cannot.
++
++ \param[in] points The mesh's points
++ \param[in] tetrahedra The mesh's tetrahedra (index buffer)
++ \param[in] minTetVolumeThreshold Minimum volume every tetrahedron in the mesh must have such that no volume warning is generated
++ \return Flags that describe the tetrahedron mesh's deficiencies
++ */
++ static PxTetrahedronMeshAnalysisResults validateTetrahedronMesh(const PxBoundedData& points, const PxBoundedData& tetrahedra, const PxReal minTetVolumeThreshold = 1e-8f);
++
++ /**
++ \brief Simplifies (decimates) a triangle mesh using quadric simplification.
++
++ \param[in] inputVertices The vertices of the input triangle mesh
++ \param[in] inputIndices The indices of the input triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[in] targetTriangleCount Desired number of triangles in the output mesh
++ \param[in] maximalEdgeLength Edges below this length will not be collapsed. A value of zero means there is no limit.
++ \param[out] outputVertices The vertices of the output (decimated) triangle mesh
++ \param[out] outputIndices The indices of the output (decimated) triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[out] vertexMap Optional parameter which returns the mapping from input to output vertices. Note that multiple input vertices are typically collapsed into the same output vertex.
++ \param[in] edgeLengthCostWeight Factor to scale influence of edge length when prioritizing edge collapses. Has no effect if set to zero.
++ \param[in] flatnessDetectionThreshold Threshold used to detect edges in flat regions and to improve the placement of the collapsed point. If set to a large value it will have no effect.
++ \param[in] projectSimplifiedPointsOnInputMeshSurface If set to true, the simplified points will lie exactly on the original surface.
++ \param[out] outputVertexToInputTriangle Optional indices providing the triangle index per resulting vertex. Only available when projectSimplifiedPointsOnInputMeshSurface is set to true
++ \param[in] removeDisconnectedPatches Enables the optional removal of disconnected triangles in the mesh. Only the largest connected set/patch will be kept
++ */
++ 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);
++
++ /**
++ \brief Creates a new mesh from a given mesh. The input mesh is first voxelized. The new surface is created from the voxel surface and subsequent projection to the original mesh.
++
++ \param[in] inputVertices The vertices of the input triangle mesh
++ \param[in] inputIndices The indices of the input triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[in] gridResolution Size of the voxel grid (number of voxels along the longest dimension)
++ \param[out] outputVertices The vertices of the output (decimated) triangle mesh
++ \param[out] outputIndices The indices of the output (decimated) triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[out] vertexMap Optional parameter which returns a mapping from input to output vertices. Since the meshes are independent, the mapping returns an output vertex that is topologically close to the input vertex.
++ */
++ static void remeshTriangleMesh(const PxArray<PxVec3>& inputVertices, const PxArray<PxU32>&inputIndices, PxU32 gridResolution,
++ PxArray<PxVec3>& outputVertices, PxArray<PxU32>& outputIndices, PxArray<PxU32> *vertexMap = NULL);
++
++ /**
++ \brief Creates a new mesh from a given mesh. The input mesh is first voxelized. The new surface is created from the voxel surface and subsequent projection to the original mesh.
++
++ \param[in] inputVertices The vertices of the input triangle mesh
++ \param[in] nbVertices The number of vertices of the input triangle mesh
++ \param[in] inputIndices The indices of the input triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[in] nbIndices The number of indices of the input triangle mesh (equal to three times the number of triangles)
++ \param[in] gridResolution Size of the voxel grid (number of voxels along the longest dimension)
++ \param[out] outputVertices The vertices of the output (decimated) triangle mesh
++ \param[out] outputIndices The indices of the output (decimated) triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[out] vertexMap Optional parameter which returns a mapping from input to output vertices. Since the meshes are independent, the mapping returns an output vertex that is topologically close to the input vertex.
++ */
++ 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);
++
++ /**
++ \brief Creates a tetrahedral mesh using an octree.
++
++ \param[in] inputVertices The vertices of the input triangle mesh
++ \param[in] inputIndices The indices of the input triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[in] useTreeNodes Using the nodes of the octree as tetrahedral vertices
++ \param[out] outputVertices The vertices of the output tetrahedral mesh
++ \param[out] outputIndices The indices of the output tetrahedral mesh of the form (id0, id1, id2, id3), (id0, id1, id2, id3), ..
++ \param[in] volumeThreshold Tetrahedra with a volume smaller than the specified threshold will be removed from the mesh
++ */
++ static void createTreeBasedTetrahedralMesh(const PxArray<PxVec3>& inputVertices, const PxArray<PxU32>&inputIndices,
++ bool useTreeNodes, PxArray<PxVec3>& outputVertices, PxArray<PxU32>& outputIndices, PxReal volumeThreshold = 0.0f);
++
++ /**
++ \brief Creates a tetrahedral mesh by relaxing a voxel mesh around the input mesh
++
++ \param[in] inputVertices The vertices of the input triangle mesh
++ \param[in] inputIndices The indices of the input triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[out] outputVertices The vertices of the output tetrahedral mesh
++ \param[out] outputIndices The indices of the output tetrahedral mesh of the form (id0, id1, id2, id3), (id0, id1, id2, id3), ..
++ \param[in] resolution The grid spacing is computed as the diagonal of the bounding box of the input mesh divided by the resolution.
++ \param[in] numRelaxationIterations Number of iterations to pull the tetrahedral mesh towards the input mesh
++ \param[in] relMinTetVolume Constrains the volumes of the tetrahedra to stay abobe relMinTetvolume times the tetrahedron's rest volume.
++ */
++ 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);
++
++ /**
++ \brief Creates a tetrahedral mesh by relaxing a voxel mesh around the input mesh
++
++ \param[in] triangles The indices of the input triangle mesh of the form (id0, id1, id2), (id0, id1, id2), ..
++ \param[in] numTriangles The number of triangles
++ \param[out] islandIndexPerTriangle Every triangle gets an island index assigned. Triangles with the same island index belong to the same patch of connected triangles.
++ */
++ static void detectTriangleIslands(const PxI32* triangles, PxU32 numTriangles, PxArray<PxU32>& islandIndexPerTriangle);
++
++ /**
++ \brief Creates a tetrahedral mesh by relaxing a voxel mesh around the input mesh
++
++ \param[in] islandIndexPerTriangle An island marker per triangles. All triangles with the same marker belong to an island. Can becomputed using the method detectTriangleIslands.
++ \param[in] numTriangles The number of triangles
++ \return The marker value of the island that contains the most triangles
++ */
++ static PxU32 findLargestIslandId(const PxU32* islandIndexPerTriangle, PxU32 numTriangles);
++ };
++
++ #if !PX_DOXYGEN
++ }
++ #endif
++
++ #endif
++