// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "CmBoxPruning.h" #include "CmRadixSortBuffered.h" #include "PsAllocator.h" using namespace physx; using namespace Gu; using namespace Cm; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set. * \param nb0 [in] number of boxes in the first set * \param bounds0 [in] list of boxes for the first set * \param nb1 [in] number of boxes in the second set * \param bounds1 [in] list of boxes for the second set * \param pairs [out] list of overlapping pairs * \param axes [in] projection order (0,2,1 is often best) * \return true if success. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool Cm::BipartiteBoxPruning(const PxBounds3* bounds0, PxU32 nb0, const PxBounds3* bounds1, PxU32 nb1, Ps::Array& pairs, const Axes& axes) { pairs.clear(); // Checkings if(nb0 == 0 || nb1 == 0) return false; // Catch axes PxU32 Axis0 = axes.mAxis0; PxU32 Axis1 = axes.mAxis1; PxU32 Axis2 = axes.mAxis2; PX_UNUSED(Axis1); PX_UNUSED(Axis2); // Allocate some temporary data float* MinPosBounds0 = reinterpret_cast(PX_ALLOC_TEMP(sizeof(float)*nb0, "Gu::BipartiteBoxPruning")); float* MinPosBounds1 = reinterpret_cast(PX_ALLOC_TEMP(sizeof(float)*nb1, "Gu::BipartiteBoxPruning")); // 1) Build main lists using the primary axis for(PxU32 i=0;i& pairs, const Axes& axes) { pairs.clear(); // Checkings if(!nb) return false; // Catch axes const PxU32 Axis0 = axes.mAxis0; const PxU32 Axis1 = axes.mAxis1; const PxU32 Axis2 = axes.mAxis2; PX_UNUSED(Axis1); PX_UNUSED(Axis2); // Allocate some temporary data float* PosList = reinterpret_cast(PX_ALLOC_TEMP(sizeof(float)*nb, "Cm::CompleteBoxPruning")); // 1) Build main list using the primary axis for(PxU32 i=0;i