void MyDisplayVertices1::compute()
{
    int i;

    // Access input object (portData is inherited from HxModule):
    HxSurface* surface = (HxSurface*) portData.source();

    if (!surface) { // Check if input object is available
        hideGeom(scene);
	return;
    }

    // Get value from input port, query size of surface:
    int numTriPerVertex = portNumTriangles.getValue();
    int nVertices = surface->points.size();
    int nTriangles = surface->triangles.size();

    // We need a triangle counter for every vertex: 
    McDArray<unsigned short> triCount(nVertices);
    triCount.fill(0);
    
    // Loop through all triangles and increase counter of the vertices:
    for (i=0; i<nTriangles; i++)
        for (int j=0; j<3; j++)
            triCount[surface->triangles[i].points[j]]++;

    // Now create the scene graph. First remove all previous childs:
    scene->removeAllChildren();
    
    // Cube size should be 1% of the diagonal of the bounding box.
    float size = surface->getBoundingBoxSize().length() * 0.01;

    // Pointer to surface coordinates casted from McVec3f to SbVec3f.
    SbVec3f* p = (SbVec3f*) surface->points.dataPtr();

    SbVec3f q(0,0,0); // position of last point
    int count = 0; // vertex counter

    for (i=0; i<nVertices; i++) {
        if (triCount[i] == numTriPerVertex) {
            SoTranslation* trans = new SoTranslation;
            trans->translation.setValue(p[i]-q);

            SoCube* cube = new SoCube;
            cube->width = cube->height = cube->depth = size;

            scene->addChild(trans);
            scene->addChild(cube);

            count++;
            q=p[i];
        }
    }

    theMsg->printf("Found %d vertices belonging to %d triangles",
        count, numTriPerVertex);

    showGeom(scene); // finally show scene in viewer
}
void NxAbstractMeshDescription::UpdateDerivedInformation(NxApexRenderDebug* renderDebug)
{
	if (numIndices > 0)
	{
		pMin = pPosition[pIndices[0]];
		pMax = pMin;
	}
	avgEdgeLength = 0;
	avgTriangleArea = 0;

	PxU32 triCount(numIndices / 3);
	PxU32 edgeCount(numIndices);
	for (PxU32 j = 0; j < numIndices; j += 3)
	{
		PxU32 i0 = pIndices[j + 0];
		PxU32 i1 = pIndices[j + 1];
		PxU32 i2 = pIndices[j + 2];

		const PxVec3& v0 = pPosition[i0];
		const PxVec3& v1 = pPosition[i1];
		const PxVec3& v2 = pPosition[i2];

		pMin.minimum(v0);
		pMin.minimum(v1);
		pMin.minimum(v2);

		pMax.maximum(v0);
		pMax.maximum(v1);
		pMax.maximum(v2);

		PxVec3 e0 = v1 - v0;
		PxVec3 e1 = v2 - v1;
		PxVec3 e2 = v0 - v2;

		avgEdgeLength += e0.magnitude();
		avgEdgeLength += e1.magnitude();
		avgEdgeLength += e2.magnitude();


		if (renderDebug)
		{
			renderDebug->setCurrentColor(renderDebug->getDebugColor(physx::DebugColors::DarkBlue));
			renderDebug->debugLine(v0, v1);
			renderDebug->debugLine(v1, v2);
			renderDebug->debugLine(v2, v0);
			renderDebug->setCurrentColor(renderDebug->getDebugColor(physx::DebugColors::Green));
			renderDebug->debugPoint(v0, 0.1f);
			renderDebug->debugPoint(v1, 0.1f);
			renderDebug->debugPoint(v2, 0.1f);
		}

		PxF32 triangleArea = e0.cross(e2).magnitude() * 0.5f;
		avgTriangleArea += triangleArea;
		triCount++;
	}

	avgEdgeLength /= edgeCount;
	avgTriangleArea /= triCount;
	centroid = 0.5f * (pMin + pMax);
	radius = 0.5f * (pMax - pMin).magnitude();

	//printf("Min = <%f, %f, %f>; Max = <%f, %f, %f>; centroid = <%f, %f, %f>; radius = %f; avgEdgeLength = %f; avgTriangleArea = %f;\n",
	//	pMin.x, pMin.y, pMin.z, pMax.x, pMax.y, pMax.z, centroid.x, centroid.y, centroid.z, radius, avgEdgeLength, avgTriangleArea);
}