// 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) 2008-2018 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 "SqAABBTreeUpdateMap.h" #include "SqAABBTree.h" using namespace physx; using namespace Sq; static const PxU32 SHRINK_THRESHOLD = 1024; void AABBTreeUpdateMap::initMap(PxU32 nbObjects, const AABBTree& tree) { if(!nbObjects) { release(); return; } // Memory management { const PxU32 mapSize = nbObjects; const PxU32 targetCapacity = mapSize + (mapSize>>2); PxU32 currentCapacity = mMapping.capacity(); if( ( targetCapacity < (currentCapacity>>1) ) && ( (currentCapacity-targetCapacity) > SHRINK_THRESHOLD ) ) { // trigger reallocation of a smaller array, there is enough memory to save currentCapacity = 0; } if(mapSize > currentCapacity) { // the mapping values are invalid and reset below in any case // so there is no need to copy the values at all mMapping.reset(); mMapping.reserve(targetCapacity); // since size is 0, reserve will also just allocate } mMapping.forceSize_Unsafe(mapSize); for(PxU32 i=0;igetNbRuntimePrimitives(); PX_ASSERT(nbPrims <= 16); // retrieve the primitives pointer PxU32* primitives = node0->getPrimitives(tree.getIndices()); PX_ASSERT(primitives); // PT: look for desired pool index in the leaf bool foundIt = false; for(PxU32 i=0;isetNbRunTimePrimitives(last); primitives[i] = INVALID_POOL_ID; // Mark primitive index as invalid in the node mMapping[prunerIndex0] = INVALID_NODE_ID; // invalidate the node index for pool 0 // PT: swap within the leaf node. No need to update the mapping since they should all point // to the same tree node anyway. if(last!=i) Ps::swap(primitives[i], primitives[last]); break; } } PX_ASSERT(foundIt); PX_UNUSED(foundIt); } if (nodeIndex1!=INVALID_NODE_ID) { // PT: with multiple primitives per leaf, tree nodes may very well be the same for different pool indices. // However the pool indices may be the same when a swap has been skipped in the pruning pool, in which // case there is nothing to do. if(prunerIndex0!=prunerIndex1) { PX_ASSERT(nodeIndex1 < tree.getNbNodes()); PX_ASSERT(nodes[nodeIndex1].isLeaf()); AABBTreeRuntimeNode* node1 = nodes + nodeIndex1; const PxU32 nbPrims = node1->getNbRuntimePrimitives(); PX_ASSERT(nbPrims <= 16); // retrieve the primitives pointer PxU32* primitives = node1->getPrimitives(tree.getIndices()); PX_ASSERT(primitives); // PT: look for desired pool index in the leaf bool foundIt = false; for(PxU32 i=0;i