static PxU32 createInvisibleWalls(const CCTParams& params, const PxTriangle& currentTriangle, TriArray& worldTriangles, IntArray& triIndicesArray)
{
	const PxF32 wallHeight = params.mInvisibleWallHeight;
	if(wallHeight==0.0f)
		return 0;

	PxU32 nbNewTris = 0;	// Number of newly created tris

	const PxVec3& upDirection = params.mUpDirection;

	PxVec3 normal;
	currentTriangle.normal(normal);
	if(testSlope(normal, upDirection, params.mSlopeLimit))
	{
		const PxVec3 upWall = upDirection*wallHeight;
		PxVec3 v0p = currentTriangle.verts[0] +	upWall;
		PxVec3 v1p = currentTriangle.verts[1] +	upWall;
		PxVec3 v2p = currentTriangle.verts[2] +	upWall;

		// Extrude edge 0-1
		PxVec3 faceNormal01;
		{
			// 0-1-0p
			const PxTriangle tri0_1_0p(currentTriangle.verts[0], currentTriangle.verts[1], v0p);
			worldTriangles.pushBack(tri0_1_0p);

			// 0p-1-1p
			const PxTriangle tri0p_1_1p(v0p, currentTriangle.verts[1], v1p);
			worldTriangles.pushBack(tri0p_1_1p);

			tri0p_1_1p.normal(faceNormal01);
		}

		// Extrude edge 1-2
		PxVec3 faceNormal12;
		{
			// 1p-1-2p
			const PxTriangle tri1p_1_2p(v1p, currentTriangle.verts[1], v2p);
			worldTriangles.pushBack(tri1p_1_2p);

			// 2p-1-2
			const PxTriangle tri2p_1_2(v2p, currentTriangle.verts[1], currentTriangle.verts[2]);
			worldTriangles.pushBack(tri2p_1_2);

			tri2p_1_2.normal(faceNormal12);
		}

		// Extrude edge 2-0
		PxVec3 faceNormal20;
		{
			// 0p-2-0
			const PxTriangle tri0p_2_0(v0p, currentTriangle.verts[2], currentTriangle.verts[0]);
			worldTriangles.pushBack(tri0p_2_0);

			// 0p-2p-2
			const PxTriangle tri0p_2p_2(v0p, v2p, currentTriangle.verts[2]);
			worldTriangles.pushBack(tri0p_2p_2);

			tri0p_2p_2.normal(faceNormal20);
		}

		const PxU32 triIndex = PX_INVALID_U32;
		for(PxU32 i=0;i<6;i++)
			triIndicesArray.pushBack(triIndex);

		nbNewTris += 6;
	}
	return nbNewTris;
}
static void outputHeightFieldToStream(	PxShape* hfShape, const PxTransform& heightfieldPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
										const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, Cm::RenderBuffer* renderBuffer)
{
	PX_ASSERT(hfShape->getGeometryType() == PxGeometryType::eHEIGHTFIELD);
	// Do AABB-mesh query

	PxHeightFieldGeometry hfGeom;
	hfShape->getHeightFieldGeometry(hfGeom);

	PxBoxGeometry boxGeom(tmpBounds.getExtents());
	PxTransform boxPose;
	boxPose.p = tmpBounds.getCenter();
	boxPose.q = PxQuat::createIdentity();

	// Collide AABB against current heightfield
	PxFindOverlapTriangleMeshUtil overlapUtil;
	const PxU32 nbTouchedTris = overlapUtil.findOverlap(boxGeom, boxPose, hfGeom, heightfieldPose);

	const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));

	TouchedMesh* touchedMesh			= (TouchedMesh*)reserve(geomStream, sizeof(TouchedMesh)/sizeof(PxU32));
	touchedMesh->mType					= TouchedGeomType::eMESH; // ptchernev: seems to work
	touchedMesh->mUserData				= hfShape;
	touchedMesh->mOffset				= origin;
	touchedMesh->mNbTris				= nbTouchedTris;
	touchedMesh->mIndexWorldTriangles	= worldTriangles.size();

	const PxU32* PX_RESTRICT indices = overlapUtil.getResults();

	if(params.mSlopeLimit!=0.0f)
	{
		// Reserve memory for incoming triangles
//		PxTriangle* TouchedTriangles = reserve(worldTriangles, nbTouchedTris);

		// Loop through touched triangles
		PxU32 nbCreatedTris = 0;
		for(PxU32 i=0; i < nbTouchedTris; i++)
		{
			const PxU32 triangleIndex = indices[i];

			// Compute triangle in world space, add to array
			PxTriangle currentTriangle;
			PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
			currentTriangle.verts[0] += offset;
			currentTriangle.verts[1] += offset;
			currentTriangle.verts[2] += offset;

			const PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
			nbCreatedTris += nbNewTris;
			if(!nbNewTris)
			{
				worldTriangles.pushBack(currentTriangle);

				triIndicesArray.pushBack(triangleIndex);
				nbCreatedTris++;
			}
		}
		touchedMesh->mNbTris = nbCreatedTris;
	}
	else
	{
		// Reserve memory for incoming triangles
		PxTriangle* TouchedTriangles = reserve(worldTriangles, nbTouchedTris);

		// Loop through touched triangles
		for(PxU32 i=0; i < nbTouchedTris; i++)
		{
			const PxU32 triangleIndex = indices[i];

			// Compute triangle in world space, add to array
			PxTriangle& currentTriangle = *TouchedTriangles++;
			PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
			currentTriangle.verts[0] += offset;
			currentTriangle.verts[1] += offset;
			currentTriangle.verts[2] += offset;

			triIndicesArray.pushBack(triangleIndex);
		}
	}

	if(gVisualizeTouchedTris)
		visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, &worldTriangles[0], renderBuffer, offset, params.mUpDirection);
}
static void outputMeshToStream(	PxShape* meshShape, const PxRigidActor* actor, const PxTransform& meshPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
								const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, Cm::RenderBuffer* renderBuffer, PxU16& nbTessellation)
{
	PX_ASSERT(meshShape->getGeometryType() == PxGeometryType::eTRIANGLEMESH);
	// Do AABB-mesh query

	PxTriangleMeshGeometry triGeom;
	meshShape->getTriangleMeshGeometry(triGeom);

	const PxBoxGeometry boxGeom(tmpBounds.getExtents());
	const PxTransform boxPose(tmpBounds.getCenter(), PxQuat(PxIdentity));

	// Collide AABB against current mesh
	PxMeshOverlapUtil overlapUtil;
	const PxU32 nbTouchedTris = overlapUtil.findOverlap(boxGeom, boxPose, triGeom, meshPose);

	const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));

	TouchedMesh* touchedMesh			= (TouchedMesh*)reserve(geomStream, sizeof(TouchedMesh)/sizeof(PxU32));
	touchedMesh->mType					= TouchedGeomType::eMESH;
	touchedMesh->mTGUserData			= meshShape;
	touchedMesh->mActor					= actor;
	touchedMesh->mOffset				= origin;
	touchedMesh->mNbTris				= nbTouchedTris;
	touchedMesh->mIndexWorldTriangles	= worldTriangles.size();

	const PxU32* PX_RESTRICT indices = overlapUtil.getResults();

	if(params.mSlopeLimit!=0.0f)
	{
		if(!params.mTessellation)
		{
			// Loop through touched triangles
			PxU32 nbCreatedTris = 0;
			for(PxU32 i=0; i < nbTouchedTris; i++)
			{
				const PxU32 triangleIndex = indices[i];

				// Compute triangle in world space, add to array
				PxTriangle currentTriangle;
				PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
				currentTriangle.verts[0] += offset;
				currentTriangle.verts[1] += offset;
				currentTriangle.verts[2] += offset;

				const PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
				nbCreatedTris += nbNewTris;
				if(!nbNewTris)
				{
					worldTriangles.pushBack(currentTriangle);

					triIndicesArray.pushBack(triangleIndex);
					nbCreatedTris++;
				}
			}
			touchedMesh->mNbTris = nbCreatedTris;
		}
		else
		{
			const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);

			// Loop through touched triangles
			PxU32 nbCreatedTris = 0;
			for(PxU32 i=0; i < nbTouchedTris; i++)
			{
				const PxU32 triangleIndex = indices[i];

				// Compute triangle in world space, add to array
				PxTriangle currentTriangle;
				PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
				currentTriangle.verts[0] += offset;
				currentTriangle.verts[1] += offset;
				currentTriangle.verts[2] += offset;

				PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
				nbCreatedTris += nbNewTris;
				if(!nbNewTris)
				{
/*					worldTriangles.pushBack(currentTriangle);
					triIndicesArray.pushBack(triangleIndex);
					nbCreatedTris++;*/

					tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
					nbCreatedTris += nbNewTris;
//					printf("Tesselate: %d new tris\n", nbNewTris);
				}
			}
			touchedMesh->mNbTris = nbCreatedTris;
		}
	}
	else
	{
		if(!params.mTessellation)
		{
			// Reserve memory for incoming triangles
			PxTriangle* TouchedTriangles = reserve(worldTriangles, nbTouchedTris);

			// Loop through touched triangles
			for(PxU32 i=0; i < nbTouchedTris; i++)
			{
				const PxU32 triangleIndex = indices[i];

				// Compute triangle in world space, add to array
				PxTriangle& currentTriangle = *TouchedTriangles++;
				PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
				currentTriangle.verts[0] += offset;
				currentTriangle.verts[1] += offset;
				currentTriangle.verts[2] += offset;

				triIndicesArray.pushBack(triangleIndex);
			}
		}
		else
		{
			const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);

			PxU32 nbCreatedTris = 0;
			for(PxU32 i=0; i < nbTouchedTris; i++)
			{
				const PxU32 triangleIndex = indices[i];

				// Compute triangle in world space, add to array
				PxTriangle currentTriangle;
				PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);

				currentTriangle.verts[0] += offset;
				currentTriangle.verts[1] += offset;
				currentTriangle.verts[2] += offset;

				PxU32 nbNewTris = 0;
				tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
//				printf("Tesselate: %d new tris\n", nbNewTris);
				nbCreatedTris += nbNewTris;
			}
			touchedMesh->mNbTris = nbCreatedTris;
		}
	}

	if(gVisualizeTouchedTris)
		visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, &worldTriangles[0], renderBuffer, offset, params.mUpDirection);
}