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<h1>sdk/lowlevel/source/NvBlastChunkHierarchy.h</h1><a href="_nv_blast_chunk_hierarchy_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span>
<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span>
<a name="l00003"></a>00003 <span class="comment">//</span>
<a name="l00004"></a>00004 <span class="comment">// Notice</span>
<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span>
<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span>
<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span>
<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span>
<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span>
<a name="l00010"></a>00010 <span class="comment">//</span>
<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span>
<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span>
<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span>
<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span>
<a name="l00015"></a>00015 <span class="comment">//</span>
<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span>
<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span>
<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span>
<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span>
<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span>
<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span>
<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span>
<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span>
<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 
<a name="l00028"></a>00028 
<a name="l00029"></a>00029 <span class="preprocessor">#ifndef NVBLASTCHUNKHIERARCHY_H</span>
<a name="l00030"></a>00030 <span class="preprocessor"></span><span class="preprocessor">#define NVBLASTCHUNKHIERARCHY_H</span>
<a name="l00031"></a>00031 <span class="preprocessor"></span>
<a name="l00032"></a>00032 
<a name="l00033"></a>00033 <span class="preprocessor">#include "<a class="code" href="_nv_blast_index_fns_8h.html">NvBlastIndexFns.h</a>"</span>
<a name="l00034"></a>00034 <span class="preprocessor">#include "<a class="code" href="_nv_blast_d_link_8h.html">NvBlastDLink.h</a>"</span>
<a name="l00035"></a>00035 <span class="preprocessor">#include "<a class="code" href="_nv_blast_8h.html">NvBlast.h</a>"</span>
<a name="l00036"></a>00036 <span class="preprocessor">#include "<a class="code" href="_nv_blast_assert_8h.html">NvBlastAssert.h</a>"</span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="_nv_blast_iterator_base_8h.html">NvBlastIteratorBase.h</a>"</span>
<a name="l00038"></a>00038 
<a name="l00039"></a>00039 
<a name="l00040"></a>00040 <span class="keyword">namespace </span>Nv
<a name="l00041"></a>00041 {
<a name="l00042"></a>00042 <span class="keyword">namespace </span>Blast
<a name="l00043"></a>00043 {
<a name="l00044"></a>00044 
<a name="l00049"></a><a class="code" href="class_nv_1_1_blast_1_1_chunk_depth_first_it.html">00049</a> <span class="keyword">class </span><a class="code" href="class_nv_1_1_blast_1_1_chunk_depth_first_it.html">ChunkDepthFirstIt</a> : <span class="keyword">public</span> <a class="code" href="class_nv_1_1_blast_1_1_iterator_base.html">IteratorBase</a>&lt;uint32_t&gt;
<a name="l00050"></a>00050 {
<a name="l00051"></a>00051 <span class="keyword">public</span>:
<a name="l00053"></a><a class="code" href="class_nv_1_1_blast_1_1_chunk_depth_first_it.html#2e59706de3653f3161ab32c0170ce171">00053</a>     <a class="code" href="class_nv_1_1_blast_1_1_chunk_depth_first_it.html#2e59706de3653f3161ab32c0170ce171">ChunkDepthFirstIt</a>(<span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>* chunks, uint32_t startChunkIndex, uint32_t chunkIndexLimit) :
<a name="l00054"></a>00054         <a class="code" href="class_nv_1_1_blast_1_1_iterator_base.html">IteratorBase</a>&lt;uint32_t&gt;(startChunkIndex), m_chunks(chunks), m_stop(startChunkIndex), m_limit(chunkIndexLimit)
<a name="l00055"></a>00055     {
<a name="l00056"></a>00056         <span class="keywordflow">if</span> (<a class="code" href="class_nv_1_1_blast_1_1_iterator_base.html#c78398c707b1b14795e9ba113ff6b432">m_curr</a> &gt;= m_limit)
<a name="l00057"></a>00057         {
<a name="l00058"></a>00058             <a class="code" href="class_nv_1_1_blast_1_1_iterator_base.html#c78398c707b1b14795e9ba113ff6b432">m_curr</a> = invalidIndex&lt;uint32_t&gt;();
<a name="l00059"></a>00059         }
<a name="l00060"></a>00060     }
<a name="l00061"></a>00061 
<a name="l00063"></a><a class="code" href="class_nv_1_1_blast_1_1_chunk_depth_first_it.html#9ad72eda289a803c6da997dd8620b583">00063</a>     uint32_t    <a class="code" href="class_nv_1_1_blast_1_1_chunk_depth_first_it.html#9ad72eda289a803c6da997dd8620b583">operator ++ </a>()
<a name="l00064"></a>00064     {
<a name="l00065"></a>00065         <a class="code" href="_nv_blast_assert_8h.html#2b179fca67cdb57b12b65e33fe3f6c93">NVBLAST_ASSERT</a>(!<a class="code" href="namespace_nv_1_1_blast.html#a5e952ab38e3501215eee523cb0a0d20">isInvalidIndex</a>(<a class="code" href="class_nv_1_1_blast_1_1_iterator_base.html#c78398c707b1b14795e9ba113ff6b432">m_curr</a>));
<a name="l00066"></a>00066         <span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>* chunk = m_chunks + <a class="code" href="class_nv_1_1_blast_1_1_iterator_base.html#c78398c707b1b14795e9ba113ff6b432">m_curr</a>;
<a name="l00067"></a>00067         <span class="keywordflow">if</span> (chunk-&gt;<a class="code" href="struct_nv_blast_chunk.html#d5a53684d0123f6536598896f672b719">childIndexStop</a> &gt; chunk-&gt;<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a> &amp;&amp; chunk-&gt;<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a> &lt; m_limit)
<a name="l00068"></a>00068         {
<a name="l00069"></a>00069             m_curr = chunk-&gt;<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a>;
<a name="l00070"></a>00070         }
<a name="l00071"></a>00071         <span class="keywordflow">else</span>
<a name="l00072"></a>00072         {
<a name="l00073"></a>00073             <span class="keywordflow">for</span> (;;)
<a name="l00074"></a>00074             {
<a name="l00075"></a>00075                 <span class="keywordflow">if</span> (m_curr == m_stop)
<a name="l00076"></a>00076                 {
<a name="l00077"></a>00077                     m_curr = invalidIndex&lt;uint32_t&gt;();
<a name="l00078"></a>00078                     <span class="keywordflow">break</span>;
<a name="l00079"></a>00079                 }
<a name="l00080"></a>00080                 <a class="code" href="_nv_blast_assert_8h.html#2b179fca67cdb57b12b65e33fe3f6c93">NVBLAST_ASSERT</a>(!<a class="code" href="namespace_nv_1_1_blast.html#a5e952ab38e3501215eee523cb0a0d20">isInvalidIndex</a>(chunk-&gt;<a class="code" href="struct_nv_blast_chunk.html#f98dff11de0de7118f98489b76d0104f">parentChunkIndex</a>));   <span class="comment">// This should not be possible with this search</span>
<a name="l00081"></a>00081                 <span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>* parentChunk = m_chunks + chunk-&gt;<a class="code" href="struct_nv_blast_chunk.html#f98dff11de0de7118f98489b76d0104f">parentChunkIndex</a>;
<a name="l00082"></a>00082                 <span class="keywordflow">if</span> (++m_curr &lt; parentChunk-&gt;childIndexStop)
<a name="l00083"></a>00083                 {
<a name="l00084"></a>00084                     <span class="keywordflow">break</span>;  <span class="comment">// Sibling chunk is valid, that's the next chunk</span>
<a name="l00085"></a>00085                 }
<a name="l00086"></a>00086                 m_curr = chunk-&gt;<a class="code" href="struct_nv_blast_chunk.html#f98dff11de0de7118f98489b76d0104f">parentChunkIndex</a>;
<a name="l00087"></a>00087                 chunk = parentChunk;
<a name="l00088"></a>00088             }
<a name="l00089"></a>00089         }
<a name="l00090"></a>00090         <span class="keywordflow">return</span> m_curr;
<a name="l00091"></a>00091     }
<a name="l00092"></a>00092 
<a name="l00093"></a>00093 <span class="keyword">private</span>:
<a name="l00094"></a>00094     <span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>* m_chunks;
<a name="l00095"></a>00095     uint32_t            m_stop;
<a name="l00096"></a>00096     uint32_t            m_limit;
<a name="l00097"></a>00097 };
<a name="l00098"></a>00098 
<a name="l00099"></a>00099 
<a name="l00105"></a>00105 <a class="code" href="group__foundation.html#g36a01a4a51968418a26b06da7e1ad5d0">NV_INLINE</a> uint32_t <a class="code" href="namespace_nv_1_1_blast.html#4693639353fc51c08a21065403386a58">enumerateChunkHierarchyBreadthFirst</a>
<a name="l00106"></a><a class="code" href="namespace_nv_1_1_blast.html#4693639353fc51c08a21065403386a58">00106</a> (
<a name="l00107"></a>00107 uint32_t* chunkIndices,
<a name="l00108"></a>00108 uint32_t chunkIndicesSize,
<a name="l00109"></a>00109 <span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>* chunks,
<a name="l00110"></a>00110 uint32_t chunkIndex,
<a name="l00111"></a>00111 <span class="keywordtype">bool</span> includeRoot = <span class="keyword">true</span>,
<a name="l00112"></a>00112 uint32_t chunkIndexLimit = invalidIndex&lt;uint32_t&gt;()
<a name="l00113"></a>00113 )
<a name="l00114"></a>00114 {
<a name="l00115"></a>00115     <span class="keywordflow">if</span> (chunkIndicesSize == 0)
<a name="l00116"></a>00116     {
<a name="l00117"></a>00117         <span class="keywordflow">return</span> 0;
<a name="l00118"></a>00118     }
<a name="l00119"></a>00119     uint32_t chunkIndexCount = 0;
<a name="l00120"></a>00120     <span class="keywordtype">bool</span> rootHandled = <span class="keyword">false</span>;
<a name="l00121"></a>00121     <span class="keywordflow">if</span> (includeRoot)
<a name="l00122"></a>00122     {
<a name="l00123"></a>00123         chunkIndices[chunkIndexCount++] = chunkIndex;
<a name="l00124"></a>00124         rootHandled = <span class="keyword">true</span>;
<a name="l00125"></a>00125     }
<a name="l00126"></a>00126     <span class="keywordflow">for</span> (uint32_t curr = 0; !rootHandled || curr &lt; chunkIndexCount;)
<a name="l00127"></a>00127     {
<a name="l00128"></a>00128         <span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>&amp; chunk = chunks[rootHandled ? chunkIndices[curr] : chunkIndex];
<a name="l00129"></a>00129         <span class="keywordflow">if</span> (chunk.<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a> &lt; chunkIndexLimit)
<a name="l00130"></a>00130         {
<a name="l00131"></a>00131             <span class="keyword">const</span> uint32_t childIndexStop = chunk.<a class="code" href="struct_nv_blast_chunk.html#d5a53684d0123f6536598896f672b719">childIndexStop</a> &lt; chunkIndexLimit ? chunk.<a class="code" href="struct_nv_blast_chunk.html#d5a53684d0123f6536598896f672b719">childIndexStop</a> : chunkIndexLimit;
<a name="l00132"></a>00132             <span class="keyword">const</span> uint32_t childIndexBufferStop = chunk.<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a> + (chunkIndicesSize - chunkIndexCount);
<a name="l00133"></a>00133             <span class="keyword">const</span> uint32_t stop = childIndexStop &lt; childIndexBufferStop ? childIndexStop : childIndexBufferStop;
<a name="l00134"></a>00134             <span class="keywordflow">for</span> (uint32_t childIndex = chunk.<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a>; childIndex &lt; stop; ++childIndex)
<a name="l00135"></a>00135             {
<a name="l00136"></a>00136                 chunkIndices[chunkIndexCount++] = childIndex;
<a name="l00137"></a>00137             }
<a name="l00138"></a>00138         }
<a name="l00139"></a>00139         <span class="keywordflow">if</span> (rootHandled)
<a name="l00140"></a>00140         {
<a name="l00141"></a>00141             ++curr;
<a name="l00142"></a>00142         }
<a name="l00143"></a>00143         rootHandled = <span class="keyword">true</span>;
<a name="l00144"></a>00144     }
<a name="l00145"></a>00145     <span class="keywordflow">return</span> chunkIndexCount;
<a name="l00146"></a>00146 }
<a name="l00147"></a>00147 
<a name="l00148"></a>00148 
<a name="l00152"></a>00152 <span class="keyword">template</span>&lt;<span class="keyword">class</span> VisibilityRep&gt;
<a name="l00153"></a>00153 <span class="keywordtype">void</span> <a class="code" href="namespace_nv_1_1_blast.html#c5cb103e6be0eafbc210cacb569a7939">updateVisibleChunksFromSupportChunk</a>
<a name="l00154"></a><a class="code" href="namespace_nv_1_1_blast.html#c5cb103e6be0eafbc210cacb569a7939">00154</a> (
<a name="l00155"></a>00155 VisibilityRep* actors,
<a name="l00156"></a>00156 <a class="code" href="struct_nv_1_1_blast_1_1_index_d_link.html">IndexDLink&lt;uint32_t&gt;</a>* visibleChunkIndexLinks,
<a name="l00157"></a>00157 uint32_t* chunkActorIndices,
<a name="l00158"></a>00158 uint32_t actorIndex,
<a name="l00159"></a>00159 uint32_t supportChunkIndex,
<a name="l00160"></a>00160 <span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>* chunks,
<a name="l00161"></a>00161 uint32_t upperSupportChunkCount
<a name="l00162"></a>00162 )
<a name="l00163"></a>00163 {
<a name="l00164"></a>00164     uint32_t chunkIndex = supportChunkIndex;
<a name="l00165"></a>00165     uint32_t chunkActorIndex = chunkActorIndices[supportChunkIndex];
<a name="l00166"></a>00166     uint32_t newChunkActorIndex = actorIndex;
<a name="l00167"></a>00167     VisibilityRep&amp; thisActor = actors[actorIndex];
<a name="l00168"></a>00168 
<a name="l00169"></a>00169     <span class="keywordflow">do</span>
<a name="l00170"></a>00170     {
<a name="l00171"></a>00171         <span class="keywordflow">if</span> (chunkActorIndex == newChunkActorIndex)
<a name="l00172"></a>00172         {
<a name="l00173"></a>00173             <span class="keywordflow">break</span>;  <span class="comment">// Nothing to do</span>
<a name="l00174"></a>00174         }
<a name="l00175"></a>00175 
<a name="l00176"></a>00176         <span class="keyword">const</span> uint32_t parentChunkIndex = chunks[chunkIndex].<a class="code" href="struct_nv_blast_chunk.html#f98dff11de0de7118f98489b76d0104f">parentChunkIndex</a>;
<a name="l00177"></a>00177         <span class="keyword">const</span> uint32_t parentChunkActorIndex = parentChunkIndex != invalidIndex&lt;uint32_t&gt;() ? chunkActorIndices[parentChunkIndex] : invalidIndex&lt;uint32_t&gt;();
<a name="l00178"></a>00178         <span class="keyword">const</span> <span class="keywordtype">bool</span> chunkVisible = chunkActorIndex != parentChunkActorIndex;
<a name="l00179"></a>00179 
<a name="l00180"></a>00180         <span class="comment">// If the chunk is visible, it needs to be removed from its old actor's visibility list</span>
<a name="l00181"></a>00181         <span class="keywordflow">if</span> (chunkVisible &amp;&amp; !<a class="code" href="namespace_nv_1_1_blast.html#a5e952ab38e3501215eee523cb0a0d20">isInvalidIndex</a>(chunkActorIndex))
<a name="l00182"></a>00182         {
<a name="l00183"></a>00183             VisibilityRep&amp; chunkActor = actors[chunkActorIndex];
<a name="l00184"></a>00184             <a class="code" href="class_nv_1_1_blast_1_1_index_d_list.html">IndexDList&lt;uint32_t&gt;</a>().removeFromList(chunkActor.m_firstVisibleChunkIndex, visibleChunkIndexLinks, chunkIndex);
<a name="l00185"></a>00185             --chunkActor.m_visibleChunkCount;
<a name="l00186"></a>00186         }
<a name="l00187"></a>00187 
<a name="l00188"></a>00188         <span class="comment">// Now update the chunk's actor index</span>
<a name="l00189"></a>00189         <span class="keyword">const</span> uint32_t oldChunkActorIndex = chunkActorIndices[chunkIndex];
<a name="l00190"></a>00190         chunkActorIndices[chunkIndex] = newChunkActorIndex;
<a name="l00191"></a>00191         <span class="keywordflow">if</span> (newChunkActorIndex != invalidIndex&lt;uint32_t&gt;() &amp;&amp; parentChunkActorIndex != newChunkActorIndex)
<a name="l00192"></a>00192         {
<a name="l00193"></a>00193             <span class="comment">// The chunk is now visible.  Add it to this actor's visibility list</span>
<a name="l00194"></a>00194             <a class="code" href="class_nv_1_1_blast_1_1_index_d_list.html">IndexDList&lt;uint32_t&gt;</a>().insertListHead(thisActor.m_firstVisibleChunkIndex, visibleChunkIndexLinks, chunkIndex);
<a name="l00195"></a>00195             ++thisActor.m_visibleChunkCount;
<a name="l00196"></a>00196             <span class="comment">// Remove its children from this actor's visibility list</span>
<a name="l00197"></a>00197             <span class="keywordflow">if</span> (actorIndex != oldChunkActorIndex)
<a name="l00198"></a>00198             {
<a name="l00199"></a>00199                 <span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>&amp; chunk = chunks[chunkIndex];
<a name="l00200"></a>00200                 <span class="keywordflow">if</span> (chunk.<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a> &lt; upperSupportChunkCount) <span class="comment">// Only need to deal with upper-support children</span>
<a name="l00201"></a>00201                 {
<a name="l00202"></a>00202                     <span class="keywordflow">for</span> (uint32_t childChunkIndex = chunk.<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a>; childChunkIndex &lt; chunk.<a class="code" href="struct_nv_blast_chunk.html#d5a53684d0123f6536598896f672b719">childIndexStop</a>; ++childChunkIndex)
<a name="l00203"></a>00203                     {
<a name="l00204"></a>00204                         <span class="keywordflow">if</span> (chunkActorIndices[childChunkIndex] == actorIndex)
<a name="l00205"></a>00205                         {
<a name="l00206"></a>00206                             <a class="code" href="class_nv_1_1_blast_1_1_index_d_list.html">IndexDList&lt;uint32_t&gt;</a>().removeFromList(thisActor.m_firstVisibleChunkIndex, visibleChunkIndexLinks, childChunkIndex);
<a name="l00207"></a>00207                             --thisActor.m_visibleChunkCount;
<a name="l00208"></a>00208                         }
<a name="l00209"></a>00209                     }
<a name="l00210"></a>00210                 }
<a name="l00211"></a>00211             }
<a name="l00212"></a>00212         }
<a name="l00213"></a>00213 
<a name="l00214"></a>00214         <span class="keywordflow">if</span> (parentChunkIndex != invalidIndex&lt;uint32_t&gt;())
<a name="l00215"></a>00215         {
<a name="l00216"></a>00216             <span class="comment">// If all of its siblings have the same index, then the parent will too.  Otherwise, the parent will have an invalid index and its children will be visible</span>
<a name="l00217"></a>00217             <span class="keyword">const</span> <a class="code" href="struct_nv_blast_chunk.html">NvBlastChunk</a>&amp; parentChunk = chunks[parentChunkIndex];
<a name="l00218"></a>00218             <span class="keywordtype">bool</span> uniform = <span class="keyword">true</span>;
<a name="l00219"></a>00219             <span class="keywordflow">for</span> (uint32_t childChunkIndex = parentChunk.<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a>; uniform &amp;&amp; childChunkIndex &lt; parentChunk.<a class="code" href="struct_nv_blast_chunk.html#d5a53684d0123f6536598896f672b719">childIndexStop</a>; ++childChunkIndex)
<a name="l00220"></a>00220             {
<a name="l00221"></a>00221                 uniform = (newChunkActorIndex == chunkActorIndices[childChunkIndex]);
<a name="l00222"></a>00222             }
<a name="l00223"></a>00223             <span class="keywordflow">if</span> (!uniform)
<a name="l00224"></a>00224             {
<a name="l00225"></a>00225                 newChunkActorIndex = invalidIndex&lt;uint32_t&gt;();
<a name="l00226"></a>00226                 <span class="keywordflow">for</span> (uint32_t childChunkIndex = parentChunk.<a class="code" href="struct_nv_blast_chunk.html#788bc10dd2959c77871a64dcce87387d">firstChildIndex</a>; childChunkIndex &lt; parentChunk.<a class="code" href="struct_nv_blast_chunk.html#d5a53684d0123f6536598896f672b719">childIndexStop</a>; ++childChunkIndex)
<a name="l00227"></a>00227                 {
<a name="l00228"></a>00228                     <span class="keyword">const</span> uint32_t childChunkActorIndex = chunkActorIndices[childChunkIndex];
<a name="l00229"></a>00229                     <span class="keywordflow">if</span> (childChunkActorIndex != invalidIndex&lt;uint32_t&gt;() &amp;&amp; childChunkActorIndex == parentChunkActorIndex)
<a name="l00230"></a>00230                     {
<a name="l00231"></a>00231                         <span class="comment">// The child was invisible.  Add it to its actor's visibility list</span>
<a name="l00232"></a>00232                         VisibilityRep&amp; childChunkActor = actors[childChunkActorIndex];
<a name="l00233"></a>00233                         <a class="code" href="class_nv_1_1_blast_1_1_index_d_list.html">IndexDList&lt;uint32_t&gt;</a>().insertListHead(childChunkActor.m_firstVisibleChunkIndex, visibleChunkIndexLinks, childChunkIndex);
<a name="l00234"></a>00234                         ++childChunkActor.m_visibleChunkCount;
<a name="l00235"></a>00235                     }
<a name="l00236"></a>00236                 }
<a name="l00237"></a>00237             }
<a name="l00238"></a>00238         }
<a name="l00239"></a>00239 
<a name="l00240"></a>00240         <span class="comment">// Climb the hierarchy</span>
<a name="l00241"></a>00241         chunkIndex = parentChunkIndex;
<a name="l00242"></a>00242         chunkActorIndex = parentChunkActorIndex;
<a name="l00243"></a>00243     } <span class="keywordflow">while</span> (chunkIndex != invalidIndex&lt;uint32_t&gt;());
<a name="l00244"></a>00244 }
<a name="l00245"></a>00245 
<a name="l00246"></a>00246 } <span class="comment">// namespace Blast</span>
<a name="l00247"></a>00247 } <span class="comment">// namespace Nv</span>
<a name="l00248"></a>00248 
<a name="l00249"></a>00249 
<a name="l00250"></a>00250 <span class="preprocessor">#endif // ifndef NVBLASTCHUNKHIERARCHY_H</span>
</pre></div></div>
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