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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/src/mesh/GuBV4Build.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef GU_BV4_BUILD_H
+#define GU_BV4_BUILD_H
+
+#include "foundation/PxSimpleTypes.h"
+#include "GuBV4.h"
+
+namespace physx
+{
+namespace Gu
+{
+ class BV4Tree;
+ class SourceMesh;
+
+ //! Contains AABB-tree build statistics
+ // PT: TODO: this is a duplicate of the SQ structure (TA34704)
+ struct BuildStats
+ {
+ BuildStats() : mCount(0), mTotalPrims(0) {}
+
+ PxU32 mCount; //!< Number of nodes created
+ PxU32 mTotalPrims; //!< Total accumulated number of primitives. Should be much higher than the source
+ //!< number of prims, since it accumulates all prims covered by each node (i.e. internal
+ //!< nodes too, not just leaf ones)
+
+ PX_FORCE_INLINE void reset() { mCount = mTotalPrims = 0; }
+
+ PX_FORCE_INLINE void setCount(PxU32 nb) { mCount=nb; }
+ PX_FORCE_INLINE void increaseCount(PxU32 nb) { mCount+=nb; }
+ PX_FORCE_INLINE PxU32 getCount() const { return mCount; }
+ };
+
+ // PT: TODO: refactor with SQ version (TA34704)
+ class AABBTreeNode : public physx::shdfnd::UserAllocated
+ {
+ public:
+ PX_FORCE_INLINE AABBTreeNode() : mPos(0), mNodePrimitives(NULL), mNbPrimitives(0)
+ {
+ }
+ PX_FORCE_INLINE ~AABBTreeNode()
+ {
+ mPos = 0;
+ mNodePrimitives = NULL; // This was just a shortcut to the global list => no release
+ mNbPrimitives = 0;
+ }
+ // Data access
+ PX_FORCE_INLINE const PxBounds3& getAABB() const { return mBV; }
+
+ PX_FORCE_INLINE const AABBTreeNode* getPos() const { return reinterpret_cast<const AABBTreeNode*>(mPos); }
+ PX_FORCE_INLINE const AABBTreeNode* getNeg() const { const AABBTreeNode* P = getPos(); return P ? P+1 : NULL; }
+
+ PX_FORCE_INLINE bool isLeaf() const { return !getPos(); }
+
+ PxBounds3 mBV; // Global bounding-volume enclosing all the node-related primitives
+ size_t mPos; // "Positive" & "Negative" children
+
+ // Data access
+ PX_FORCE_INLINE const PxU32* getPrimitives() const { return mNodePrimitives; }
+ PX_FORCE_INLINE PxU32 getNbPrimitives() const { return mNbPrimitives; }
+
+ PxU32* mNodePrimitives; //!< Node-related primitives (shortcut to a position in mIndices below)
+ PxU32 mNbPrimitives; //!< Number of primitives for this node
+ };
+
+ typedef bool (*WalkingCallback) (const AABBTreeNode* current, PxU32 depth, void* userData);
+
+ // PT: TODO: refactor with SQ version (TA34704)
+ class AABBTree : public physx::shdfnd::UserAllocated
+ {
+ public:
+ AABBTree();
+ ~AABBTree();
+
+ bool buildFromMesh(SourceMesh& mesh, PxU32 limit);
+ void release();
+
+ PX_FORCE_INLINE const PxU32* getIndices() const { return mIndices; } //!< Catch the indices
+ PX_FORCE_INLINE PxU32 getNbNodes() const { return mTotalNbNodes; } //!< Catch the number of nodes
+
+ PX_FORCE_INLINE const PxU32* getPrimitives() const { return mPool->mNodePrimitives; }
+ PX_FORCE_INLINE PxU32 getNbPrimitives() const { return mPool->mNbPrimitives; }
+ PX_FORCE_INLINE const AABBTreeNode* getNodes() const { return mPool; }
+ PX_FORCE_INLINE const PxBounds3& getBV() const { return mPool->mBV; }
+
+ PxU32 walk(WalkingCallback callback, void* userData) const;
+ private:
+ PxU32* mIndices; //!< Indices in the app list. Indices are reorganized during build (permutation).
+ AABBTreeNode* mPool; //!< Linear pool of nodes for complete trees. Null otherwise. [Opcode 1.3]
+ PxU32 mTotalNbNodes; //!< Number of nodes in the tree.
+ };
+
+ PX_PHYSX_COMMON_API bool BuildBV4Ex(BV4Tree& tree, SourceMesh& mesh, float epsilon, PxU32 nbTrisPerLeaf);
+
+} // namespace Gu
+}
+
+#endif // GU_BV4_BUILD_H