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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