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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) 2008-2017 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