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//
// 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) 2018 NVIDIA Corporation. All rights reserved.
#ifndef APEX_MESH_HASH_H
#define APEX_MESH_HASH_H
#include "ApexDefs.h"
#include "ApexUsingNamespace.h"
#include "PsUserAllocated.h"
#include "PsArray.h"
#include "PxVec3.h"
namespace nvidia
{
namespace apex
{
struct MeshHashRoot
{
int32_t first;
uint32_t timeStamp;
};
struct MeshHashEntry
{
int32_t next;
uint32_t itemIndex;
};
class ApexMeshHash : public UserAllocated
{
public:
ApexMeshHash();
~ApexMeshHash();
void setGridSpacing(float spacing);
float getGridSpacing()
{
return 1.0f / mInvSpacing;
}
void reset();
void add(const PxBounds3& bounds, uint32_t itemIndex);
void add(const PxVec3& pos, uint32_t itemIndex);
void query(const PxBounds3& bounds, physx::Array<uint32_t>& itemIndices, int32_t maxIndices = -1);
void queryUnique(const PxBounds3& bounds, physx::Array<uint32_t>& itemIndices, int32_t maxIndices = -1);
void query(const PxVec3& pos, physx::Array<uint32_t>& itemIndices, int32_t maxIndices = -1);
void queryUnique(const PxVec3& pos, physx::Array<uint32_t>& itemIndices, int32_t maxIndices = -1);
// applied functions, only work if inserted objects are points!
int32_t getClosestPointNr(const PxVec3* points, uint32_t numPoints, uint32_t pointStride, const PxVec3& pos);
private:
enum
{
HashIndexSize = 170111
};
void compressIndices(physx::Array<uint32_t>& itemIndices);
float mSpacing;
float mInvSpacing;
uint32_t mTime;
inline uint32_t hashFunction(int32_t xi, int32_t yi, int32_t zi)
{
uint32_t h = (uint32_t)((xi * 92837111) ^(yi * 689287499) ^(zi * 283923481));
return h % HashIndexSize;
}
inline void cellCoordOf(const PxVec3& v, int& xi, int& yi, int& zi)
{
xi = (int)(v.x * mInvSpacing);
if (v.x < 0.0f)
{
xi--;
}
yi = (int)(v.y * mInvSpacing);
if (v.y < 0.0f)
{
yi--;
}
zi = (int)(v.z * mInvSpacing);
if (v.z < 0.0f)
{
zi--;
}
}
MeshHashRoot* mHashIndex;
physx::Array<MeshHashEntry> mEntries;
physx::Array<uint32_t> mTempIndices;
};
}
} // end namespace nvidia::apex
#endif
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