// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved. #pragma once #include "NvBlastExtDamageAcceleratorInternal.h" #include "NvBlast.h" #include "NvBlastArray.h" namespace Nv { namespace Blast { class ExtDamageAcceleratorAABBTree final : public ExtDamageAcceleratorInternal { public: //////// ctor //////// ExtDamageAcceleratorAABBTree() : m_root(nullptr) { } virtual ~ExtDamageAcceleratorAABBTree() { } static ExtDamageAcceleratorAABBTree* create(const NvBlastAsset* asset); //////// interface //////// virtual void release() override; virtual void findBondCentroidsInBounds(const physx::PxBounds3& bounds, ResultCallback& resultCallback) const override { const_cast(this)->findInBounds(bounds, resultCallback, false); } virtual void findBondSegmentsInBounds(const physx::PxBounds3& bounds, ResultCallback& resultCallback) const override { const_cast(this)->findInBounds(bounds, resultCallback, true); } virtual void findBondSegmentsPlaneIntersected(const physx::PxPlane& plane, ResultCallback& resultCallback) const override; virtual Nv::Blast::DebugBuffer fillDebugRender(int depth, bool segments) override; virtual void* getImmediateScratch(size_t size) override { m_scratch.resizeUninitialized(size); return m_scratch.begin(); } private: // no copy/assignment ExtDamageAcceleratorAABBTree(ExtDamageAcceleratorAABBTree&); ExtDamageAcceleratorAABBTree& operator=(const ExtDamageAcceleratorAABBTree& tree); // Tree node struct Node { int child[2]; uint32_t first; uint32_t last; physx::PxBounds3 pointsBound; physx::PxBounds3 segmentsBound; }; void build(const NvBlastAsset* asset); int createNode(uint32_t startIdx, uint32_t endIdx, uint32_t depth); void pushResult(ResultCallback& callback, uint32_t pointIndex) const { callback.push(pointIndex, m_bonds[pointIndex].node0, m_bonds[pointIndex].node1); } void findInBounds(const physx::PxBounds3& bounds, ResultCallback& callback, bool segments) const; void findPointsInBounds(const Node& node, ResultCallback& callback, const physx::PxBounds3& bounds) const; void findSegmentsInBounds(const Node& node, ResultCallback& callback, const physx::PxBounds3& bounds) const; void findSegmentsPlaneIntersected(const Node& node, ResultCallback& callback, const physx::PxPlane& plane) const; void fillDebugBuffer(const Node& node, int currentDepth, int depth, bool segments); //////// data //////// Node* m_root; Array::type m_nodes; Array::type m_indices; Array::type m_points; struct Segment { physx::PxVec3 p0; physx::PxVec3 p1; }; Array::type m_segments; struct BondData { uint32_t node0; uint32_t node1; }; Array::type m_bonds; Array::type m_debugLineBuffer; Array::type m_scratch; }; } // namespace Blast } // namespace Nv