1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
//
// 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<const AABBTreeNode*>(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
|