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+ // Redistribution and use in source and binary forms, with or without
+ // modification, are permitted provided that the following conditions
+ // are met:
+ // * Redistributions of source code must retain the above copyright
+ // notice, this list of conditions and the following disclaimer.
+ // * Redistributions in binary form must reproduce the above copyright
+ // notice, this list of conditions and the following disclaimer in the
+ // documentation and/or other materials provided with the distribution.
+ // * Neither the name of NVIDIA CORPORATION nor the names of its
+ // contributors may be used to endorse or promote products derived
+ // from this software without specific prior written permission.
+ //
+ // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
+ // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ //
+ // Copyright (c) 2008-2026 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_REMESHING_EXT_H
+ #define PX_REMESHING_EXT_H
+
+ #include "foundation/PxVec3.h"
+ #include "foundation/PxArray.h"
+
+ #if !PX_DOXYGEN
+ namespace physx
+ {
+ #endif
+
+ /**
+ \brief Provides methods to adjust the tessellation of meshes
+ */
+ class PxRemeshingExt
+ {
+ public:
+ /**
+ \brief Processes a triangle mesh and makes sure that no triangle edge is longer than the maximal edge length specified
+
+ To shorten edges that are too long, additional points get inserted at their center leading to a subdivision of the input mesh.
+ This process is executed repeatedly until the maximum edge length criterion is satisfied
+
+ \param[in,out] triangles The triangles of the mesh where a maximum edge length should be enforced. They will be modified in place during the process.
+ \param[in,out] points The vertices of the mesh where a maximum edge length should be enforced. They will be modified in place during the process.
+ \param[in] maxEdgeLength The maximum edge length allowed after processing the input
+ \param[in] maxIterations The maximum number of subdivision iterations
+ \param[out] triangleMap An optional map that provides the index of the original triangle for every triangle after the subdivision
+ \param[in] triangleCountThreshold Optional limit to the number of triangles. Not guaranteed to match exactly, the algorithm will just stop as soon as possible after reaching the limit.
+
+ \return True if any remeshing was applied
+ */
+ static bool limitMaxEdgeLength(PxArray<PxU32>& triangles, PxArray<PxVec3>& points, PxReal maxEdgeLength,
+ PxU32 maxIterations = 100, PxArray<PxU32>* triangleMap = NULL, PxU32 triangleCountThreshold = 0xFFFFFFFF);
+
+ /**
+ \brief Processes a triangle mesh and makes sure that no triangle edge is longer than the maximal edge length specified
+
+ To shorten edges that are too long, additional points get inserted at their center leading to a subdivision of the input mesh.
+ This process is executed repeatedly until the maximum edge length criterion is satisfied
+
+ \param[in,out] triangles The triangles of the mesh where a maximum edge length should be enforced. They will be modified in place during the process.
+ \param[in,out] points The vertices of the mesh where a maximum edge length should be enforced. They will be modified in place during the process.
+ \param[in] maxEdgeLength The maximum edge length allowed after processing the input
+ \param[in] maxIterations The maximum number of subdivision iterations
+ \param[out] triangleMap An optional map that provides the index of the original triangle for every triangle after the subdivision
+ \param[in] triangleCountThreshold Optional limit to the number of triangles. Not guaranteed to match exactly, the algorithm will just stop as soon as possible after reaching the limit.
+
+ \return True if any remeshing was applied
+ */
+ static bool reduceSliverTriangles(PxArray<PxU32>& triangles, PxArray<PxVec3>& points, PxReal maxEdgeLength,
+ PxU32 maxIterations = 3, PxArray<PxU32>* triangleMap = NULL, PxU32 triangleCountThreshold = 0xFFFFFFFF);
+ };
+
+ #if !PX_DOXYGEN
+ } // namespace physx
+ #endif
+
+ #endif