// 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 GU_TRIANGLE_CACHE_H #define GU_TRIANGLE_CACHE_H #include "PsHash.h" #include "PsUtilities.h" namespace physx { namespace Gu { struct CachedEdge { protected: PxU32 mId0, mId1; public: CachedEdge(PxU32 i0, PxU32 i1) { mId0 = PxMin(i0, i1); mId1 = PxMax(i0, i1); } CachedEdge() { } PxU32 getId0() const { return mId0; } PxU32 getId1() const { return mId1; } bool operator == (const CachedEdge& other) const { return mId0 == other.mId0 && mId1 == other.mId1; } PxU32 getHashCode() const { return Ps::hash(mId0 << 16 | mId1); } }; struct CachedVertex { private: PxU32 mId; public: CachedVertex(PxU32 id) { mId = id; } CachedVertex() { } PxU32 getId() const { return mId; } PxU32 getHashCode() const { return mId; } bool operator == (const CachedVertex& other) const { return mId == other.mId; } }; template struct CacheMap { PX_COMPILE_TIME_ASSERT(MaxCount < 0xFF); Elem mCache[MaxCount]; PxU8 mNextInd[MaxCount]; PxU8 mIndex[MaxCount]; PxU32 mSize; CacheMap() : mSize(0) { for(PxU32 a = 0; a < MaxCount; ++a) { mIndex[a] = 0xFF; } } bool addData(const Elem& data) { if(mSize == MaxCount) return false; const PxU8 hash = PxU8(data.getHashCode() % MaxCount); PxU8 index = hash; PxU8 nextInd = mIndex[hash]; while(nextInd != 0xFF) { index = nextInd; if(mCache[index] == data) return false; nextInd = mNextInd[nextInd]; } if(mIndex[hash] == 0xFF) { mIndex[hash] = Ps::to8(mSize); } else { mNextInd[index] = Ps::to8(mSize); } mNextInd[mSize] = 0xFF; mCache[mSize++] = data; return true; } bool contains(const Elem& data) const { PxU32 hash = (data.getHashCode() % MaxCount); PxU8 index = mIndex[hash]; while(index != 0xFF) { if(mCache[index] == data) return true; index = mNextInd[index]; } return false; } const Elem* get(const Elem& data) const { PxU32 hash = (data.getHashCode() % MaxCount); PxU8 index = mIndex[hash]; while(index != 0xFF) { if(mCache[index] == data) return &mCache[index]; index = mNextInd[index]; } return NULL; } }; template struct TriangleCache { PxVec3 mVertices[3*MaxTriangles]; PxU32 mIndices[3*MaxTriangles]; PxU32 mTriangleIndex[MaxTriangles]; PxU8 mEdgeFlags[MaxTriangles]; PxU32 mNumTriangles; TriangleCache() : mNumTriangles(0) { } PX_FORCE_INLINE bool isEmpty() const { return mNumTriangles == 0; } PX_FORCE_INLINE bool isFull() const { return mNumTriangles == MaxTriangles; } PX_FORCE_INLINE void reset() { mNumTriangles = 0; } void addTriangle(const PxVec3* verts, const PxU32* indices, PxU32 triangleIndex, PxU8 edgeFlag) { PX_ASSERT(mNumTriangles < MaxTriangles); PxU32 triInd = mNumTriangles++; PxU32 triIndMul3 = triInd*3; mVertices[triIndMul3] = verts[0]; mVertices[triIndMul3+1] = verts[1]; mVertices[triIndMul3+2] = verts[2]; mIndices[triIndMul3] = indices[0]; mIndices[triIndMul3+1] = indices[1]; mIndices[triIndMul3+2] = indices[2]; mTriangleIndex[triInd] = triangleIndex; mEdgeFlags[triInd] = edgeFlag; } }; } } #endif