// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_MESH_HASH_H #define APEX_MESH_HASH_H #include "ApexDefs.h" #include "ApexUsingNamespace.h" #include "PsUserAllocated.h" #include "PsArray.h" #include "PxVec3.h" namespace nvidia { namespace apex { struct MeshHashRoot { int32_t first; uint32_t timeStamp; }; struct MeshHashEntry { int32_t next; uint32_t itemIndex; }; class ApexMeshHash : public UserAllocated { public: ApexMeshHash(); ~ApexMeshHash(); void setGridSpacing(float spacing); float getGridSpacing() { return 1.0f / mInvSpacing; } void reset(); void add(const PxBounds3& bounds, uint32_t itemIndex); void add(const PxVec3& pos, uint32_t itemIndex); void query(const PxBounds3& bounds, physx::Array& itemIndices, int32_t maxIndices = -1); void queryUnique(const PxBounds3& bounds, physx::Array& itemIndices, int32_t maxIndices = -1); void query(const PxVec3& pos, physx::Array& itemIndices, int32_t maxIndices = -1); void queryUnique(const PxVec3& pos, physx::Array& itemIndices, int32_t maxIndices = -1); // applied functions, only work if inserted objects are points! int32_t getClosestPointNr(const PxVec3* points, uint32_t numPoints, uint32_t pointStride, const PxVec3& pos); private: enum { HashIndexSize = 170111 }; void compressIndices(physx::Array& itemIndices); float mSpacing; float mInvSpacing; uint32_t mTime; inline uint32_t hashFunction(int32_t xi, int32_t yi, int32_t zi) { uint32_t h = (uint32_t)((xi * 92837111) ^(yi * 689287499) ^(zi * 283923481)); return h % HashIndexSize; } inline void cellCoordOf(const PxVec3& v, int& xi, int& yi, int& zi) { xi = (int)(v.x * mInvSpacing); if (v.x < 0.0f) { xi--; } yi = (int)(v.y * mInvSpacing); if (v.y < 0.0f) { yi--; } zi = (int)(v.z * mInvSpacing); if (v.z < 0.0f) { zi--; } } MeshHashRoot* mHashIndex; physx::Array mEntries; physx::Array mTempIndices; }; } } // end namespace nvidia::apex #endif