// // 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. #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(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