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| author | Sheikh Dawood <[email protected]> | 2018-04-09 10:13:48 -0500 |
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| committer | Sheikh Dawood <[email protected]> | 2018-04-09 10:13:48 -0500 |
| commit | 238605d8225a9135d6b60646e05d066e25424eee (patch) | |
| tree | 2b013bd4946bb3c699d7a06ef1f21be85d367f63 /PhysX_3.4/Source/SceneQuery/src/SqAABBTreeBuild.h | |
| parent | Add ParamTool.exe (diff) | |
| download | physx-3.4-238605d8225a9135d6b60646e05d066e25424eee.tar.xz physx-3.4-238605d8225a9135d6b60646e05d066e25424eee.zip | |
PhysX 3.4, APEX 1.4 patch release @23879214
Diffstat (limited to 'PhysX_3.4/Source/SceneQuery/src/SqAABBTreeBuild.h')
| -rw-r--r-- | PhysX_3.4/Source/SceneQuery/src/SqAABBTreeBuild.h | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SceneQuery/src/SqAABBTreeBuild.h b/PhysX_3.4/Source/SceneQuery/src/SqAABBTreeBuild.h new file mode 100644 index 00000000..a8ab94f3 --- /dev/null +++ b/PhysX_3.4/Source/SceneQuery/src/SqAABBTreeBuild.h @@ -0,0 +1,162 @@ +// 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) 2008-2017 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 SQ_AABBTREE_BUILD_H +#define SQ_AABBTREE_BUILD_H + +#include "foundation/PxMemory.h" +#include "foundation/PxBounds3.h" +#include "PsUserAllocated.h" +#include "PsVecMath.h" +#include "SqTypedef.h" +#include "PsArray.h" + +namespace physx +{ + + using namespace shdfnd::aos; + + namespace Sq + { + //! Contains AABB-tree build statistics + 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; } + }; + + //! Contains AABB-tree build parameters + class AABBTreeBuildParams : public Ps::UserAllocated + { + public: + AABBTreeBuildParams(PxU32 limit = 1, PxU32 nb_prims = 0, const PxBounds3* boxes = NULL) : + mLimit(limit), mNbPrimitives(nb_prims), mAABBArray(boxes), mCache(NULL) {} + ~AABBTreeBuildParams() + { + reset(); + } + + PX_FORCE_INLINE void reset() + { + mLimit = mNbPrimitives = 0; + mAABBArray = NULL; + PX_FREE_AND_RESET(mCache); + } + + PxU32 mLimit; //!< Limit number of primitives / node. If limit is 1, build a complete tree (2*N-1 nodes) + PxU32 mNbPrimitives; //!< Number of (source) primitives. + const PxBounds3* mAABBArray; //!< Shortcut to an app-controlled array of AABBs. + PxVec3* mCache; //!< Cache for AABB centers - managed by build code. + }; + + class NodeAllocator; + + //! AABB tree node used for building + class AABBTreeBuildNode : public Ps::UserAllocated + { + public: + PX_FORCE_INLINE AABBTreeBuildNode() {} + PX_FORCE_INLINE ~AABBTreeBuildNode() {} + + PX_FORCE_INLINE const PxBounds3& getAABB() const { return mBV; } + PX_FORCE_INLINE const AABBTreeBuildNode* getPos() const { return mPos; } + PX_FORCE_INLINE const AABBTreeBuildNode* getNeg() const { const AABBTreeBuildNode* P = mPos; return P ? P + 1 : NULL; } + + PX_FORCE_INLINE bool isLeaf() const { return !getPos(); } + + PxBounds3 mBV; //!< Global bounding-volume enclosing all the node-related primitives + const AABBTreeBuildNode* mPos; //!< "Positive" & "Negative" children + + PxU32 mNodeIndex; //!< Index of node-related primitives (in the tree's mIndices array) + PxU32 mNbPrimitives; //!< Number of primitives for this node + + // Data access + PX_FORCE_INLINE PxU32 getNbPrimitives() const { return mNbPrimitives; } + + PX_FORCE_INLINE PxU32 getNbRuntimePrimitives() const { return mNbPrimitives; } + PX_FORCE_INLINE void setNbRunTimePrimitives(PxU32 val) { mNbPrimitives = val; } + PX_FORCE_INLINE const PxU32* getPrimitives(const PxU32* base) const { return base + mNodeIndex; } + PX_FORCE_INLINE PxU32* getPrimitives(PxU32* base) { return base + mNodeIndex; } + + // Internal methods + void subdivide(const AABBTreeBuildParams& params, BuildStats& stats, NodeAllocator& allocator, PxU32* const indices); + void _buildHierarchy(AABBTreeBuildParams& params, BuildStats& stats, NodeAllocator& allocator, PxU32* const indices); + }; + + // Progressive building + class FIFOStack; + //~Progressive building + + //! For complete trees we can predict the final number of nodes and preallocate them. For incomplete trees we can't. + //! But we don't want to allocate nodes one by one (which would be quite slow), so we use this helper class to + //! allocate N nodes at once, while minimizing the amount of nodes allocated for nothing. An initial amount of + //! nodes is estimated using the max number for a complete tree, and the user-defined number of primitives per leaf. + //! In ideal cases this estimated number will be quite close to the final number of nodes. When that number is not + //! enough though, slabs of N=1024 extra nodes are allocated until the build is complete. + class NodeAllocator : public Ps::UserAllocated + { + public: + NodeAllocator(); + ~NodeAllocator(); + + void release(); + void init(PxU32 nbPrimitives, PxU32 limit); + AABBTreeBuildNode* getBiNode(); + + AABBTreeBuildNode* mPool; + + struct Slab + { + PX_FORCE_INLINE Slab() {} + PX_FORCE_INLINE Slab(AABBTreeBuildNode* pool, PxU32 nbUsedNodes, PxU32 maxNbNodes) : mPool(pool), mNbUsedNodes(nbUsedNodes), mMaxNbNodes(maxNbNodes) {} + AABBTreeBuildNode* mPool; + PxU32 mNbUsedNodes; + PxU32 mMaxNbNodes; + }; + Ps::Array<Slab> mSlabs; + PxU32 mCurrentSlabIndex; + PxU32 mTotalNbNodes; + }; + + + } // namespace Sq + +} + +#endif // SQ_AABBTREE_H |