// // 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_INTERNAL_H #define GU_BV4_INTERNAL_H #include "CmPhysXCommon.h" #include "PsFPU.h" static PX_FORCE_INLINE PxU32 getChildOffset(PxU32 data) { return data>>GU_BV4_CHILD_OFFSET_SHIFT_COUNT; } static PX_FORCE_INLINE PxU32 getChildType(PxU32 data) { return (data>>1)&3; } // PT: the general structure is that there is a root "process stream" function which is the entry point for the query. // It then calls "process node" functions for each traversed node, except for the Slabs-based raycast versions that deal // with 4 nodes at a time within the "process stream" function itself. When a leaf is found, "doLeafTest" functors // passed to the "process stream" entry point are called. #ifdef GU_BV4_USE_SLABS #define processStreamNoOrder BV4_ProcessStreamSwizzledNoOrder #define processStreamOrdered BV4_ProcessStreamSwizzledOrdered #define processStreamRayNoOrder(a, b) BV4_ProcessStreamKajiyaNoOrder #define processStreamRayOrdered(a, b) BV4_ProcessStreamKajiyaOrdered #else #define processStreamNoOrder BV4_ProcessStreamNoOrder #define processStreamOrdered BV4_ProcessStreamOrdered2 #define processStreamRayNoOrder(a, b) BV4_ProcessStreamNoOrder #define processStreamRayOrdered(a, b) BV4_ProcessStreamOrdered2 #endif #ifndef GU_BV4_USE_SLABS #ifdef GU_BV4_PRECOMPUTED_NODE_SORT // PT: see http://www.codercorner.com/blog/?p=734 // PT: TODO: refactor with dup in bucket pruner (TA34704) PX_FORCE_INLINE PxU32 computeDirMask(const PxVec3& dir) { // XYZ // --- // --+ // -+- // -++ // +-- // +-+ // ++- // +++ const PxU32 X = PX_IR(dir.x)>>31; const PxU32 Y = PX_IR(dir.y)>>31; const PxU32 Z = PX_IR(dir.z)>>31; const PxU32 bitIndex = Z|(Y<<1)|(X<<2); return 1u< static Ps::IntBool BV4_ProcessStreamNoOrder(const BVDataPacked* PX_RESTRICT node, PxU32 initData, ParamsT* PX_RESTRICT params) { const BVDataPacked* root = node; PxU32 nb=1; PxU32 stack[GU_BV4_STACK_SIZE]; stack[0] = initData; do { const PxU32 childData = stack[--nb]; node = root + getChildOffset(childData); const PxU32 nodeType = getChildType(childData); if(nodeType>1 && BV4_ProcessNodeNoOrder(stack, nb, node, params)) return 1; if(nodeType>0 && BV4_ProcessNodeNoOrder(stack, nb, node, params)) return 1; if(BV4_ProcessNodeNoOrder(stack, nb, node, params)) return 1; if(BV4_ProcessNodeNoOrder(stack, nb, node, params)) return 1; }while(nb); return 0; } template static void BV4_ProcessStreamOrdered(const BVDataPacked* PX_RESTRICT node, PxU32 initData, ParamsT* PX_RESTRICT params) { const BVDataPacked* root = node; PxU32 nb=1; PxU32 stack[GU_BV4_STACK_SIZE]; stack[0] = initData; const PxU32 dirMask = computeDirMask(params->mLocalDir)<<3; do { const PxU32 childData = stack[--nb]; node = root + getChildOffset(childData); const PxU8* PX_RESTRICT ord = order + decodePNS(node, dirMask)*4; const PxU32 limit = 2 + getChildType(childData); BV4_ProcessNodeOrdered(stack, nb, node, params, ord[0], limit); BV4_ProcessNodeOrdered(stack, nb, node, params, ord[1], limit); BV4_ProcessNodeOrdered(stack, nb, node, params, ord[2], limit); BV4_ProcessNodeOrdered(stack, nb, node, params, ord[3], limit); }while(Nb); } // Alternative, experimental version using PNS template static void BV4_ProcessStreamOrdered2(const BVDataPacked* PX_RESTRICT node, PxU32 initData, ParamsT* PX_RESTRICT params) { const BVDataPacked* root = node; PxU32 nb=1; PxU32 stack[GU_BV4_STACK_SIZE]; stack[0] = initData; const PxU32 X = PX_IR(params->mLocalDir_Padded.x)>>31; const PxU32 Y = PX_IR(params->mLocalDir_Padded.y)>>31; const PxU32 Z = PX_IR(params->mLocalDir_Padded.z)>>31; const PxU32 bitIndex = 3+(Z|(Y<<1)|(X<<2)); const PxU32 dirMask = 1u<(code, node, params); BV4_ProcessNodeOrdered2(code, node, params); if(nodeType>0) BV4_ProcessNodeOrdered2(code, node, params); if(nodeType>1) BV4_ProcessNodeOrdered2(code, node, params); if(code) { // PT: TODO: check which implementation is best on each platform (TA34704) #define FOURTH_TEST // Version avoids computing the PNS index, and also avoids all non-constant shifts. Full of branches though. Fastest on Win32. #ifdef FOURTH_TEST { if(node[0].decodePNSNoShift() & dirMask) // Bit2 { if(node[1].decodePNSNoShift() & dirMask) // Bit1 { if(node[2].decodePNSNoShift() & dirMask) // Bit0 PNS_BLOCK2(3,2,1,0) // 7 else PNS_BLOCK2(2,3,1,0) // 6 } else { if(node[2].decodePNSNoShift() & dirMask) // Bit0 PNS_BLOCK2(3,2,0,1) // 5 else PNS_BLOCK2(2,3,0,1) // 4 } } else { if(node[1].decodePNSNoShift() & dirMask) // Bit1 { if(node[2].decodePNSNoShift() & dirMask) // Bit0 PNS_BLOCK2(1,0,3,2) // 3 else PNS_BLOCK2(1,0,2,3) // 2 } else { if(node[2].decodePNSNoShift() & dirMask) // Bit0 PNS_BLOCK2(0,1,3,2) // 1 else PNS_BLOCK2(0,1,2,3) // 0 } } } #endif } }while(nb); } #endif // PX_INTEL_FAMILY #endif // GU_BV4_USE_SLABS #endif // GU_BV4_INTERNAL_H