99 lines
4.3 KiB
C
99 lines
4.3 KiB
C
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef GU_AABBTREE_NODE_H
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#define GU_AABBTREE_NODE_H
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#include "common/PxPhysXCommonConfig.h"
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#include "foundation/PxBounds3.h"
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#include "foundation/PxVecMath.h"
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#include "foundation/PxUserAllocated.h"
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namespace physx
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{
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using namespace aos;
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namespace Gu
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{
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struct BVHNode : public PxUserAllocated
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{
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public:
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PX_FORCE_INLINE BVHNode() {}
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PX_FORCE_INLINE ~BVHNode() {}
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PX_FORCE_INLINE PxU32 isLeaf() const { return mData&1; }
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PX_FORCE_INLINE const PxU32* getPrimitives(const PxU32* base) const { return base + (mData>>5); }
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PX_FORCE_INLINE PxU32* getPrimitives(PxU32* base) { return base + (mData>>5); }
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PX_FORCE_INLINE PxU32 getPrimitiveIndex() const { return mData>>5; }
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PX_FORCE_INLINE PxU32 getNbPrimitives() const { return (mData>>1)&15; }
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PX_FORCE_INLINE PxU32 getPosIndex() const { return mData>>1; }
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PX_FORCE_INLINE PxU32 getNegIndex() const { return (mData>>1) + 1; }
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PX_FORCE_INLINE const BVHNode* getPos(const BVHNode* base) const { return base + (mData>>1); }
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PX_FORCE_INLINE const BVHNode* getNeg(const BVHNode* base) const { const BVHNode* P = getPos(base); return P ? P+1 : NULL; }
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PX_FORCE_INLINE BVHNode* getPos(BVHNode* base) { return base + (mData >> 1); }
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PX_FORCE_INLINE BVHNode* getNeg(BVHNode* base) { BVHNode* P = getPos(base); return P ? P + 1 : NULL; }
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PX_FORCE_INLINE PxU32 getNbRuntimePrimitives() const { return (mData>>1)&15; }
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PX_FORCE_INLINE void setNbRunTimePrimitives(PxU32 val)
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{
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PX_ASSERT(val<16);
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PxU32 data = mData & ~(15<<1);
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data |= val<<1;
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mData = data;
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}
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PX_FORCE_INLINE void getAABBCenterExtentsV(Vec3V* center, Vec3V* extents) const
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{
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const Vec4V minV = V4LoadU(&mBV.minimum.x);
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const Vec4V maxV = V4LoadU(&mBV.maximum.x);
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const float half = 0.5f;
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const FloatV halfV = FLoad(half);
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*extents = Vec3V_From_Vec4V(V4Scale(V4Sub(maxV, minV), halfV));
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*center = Vec3V_From_Vec4V(V4Scale(V4Add(maxV, minV), halfV));
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}
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PX_FORCE_INLINE void getAABBCenterExtentsV2(Vec3V* center, Vec3V* extents) const
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{
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const Vec4V minV = V4LoadU(&mBV.minimum.x);
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const Vec4V maxV = V4LoadU(&mBV.maximum.x);
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*extents = Vec3V_From_Vec4V(V4Sub(maxV, minV));
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*center = Vec3V_From_Vec4V(V4Add(maxV, minV));
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}
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PxBounds3 mBV; // Global bounding-volume enclosing all the node-related primitives
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PxU32 mData; // 27 bits node or prim index|4 bits #prims|1 bit leaf
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};
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} // namespace Gu
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}
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#endif // GU_AABBTREE_NODE_H
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