feat(physics): wire physx sdk into build
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engine/third_party/physx/source/geomutils/src/mesh/GuBV32.h
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engine/third_party/physx/source/geomutils/src/mesh/GuBV32.h
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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_BV32_H
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#define GU_BV32_H
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxBounds3.h"
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#include "foundation/PxVec4.h"
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#include "common/PxSerialFramework.h"
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#include "foundation/PxUserAllocated.h"
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#include "foundation/PxArray.h"
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#include "GuBV4.h"
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namespace physx
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{
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namespace Gu
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{
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struct BV32Data : public physx::PxUserAllocated
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{
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PxVec3 mMin;
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PxVec3 mMax;
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PxU32 mNbLeafNodes;
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PxU32 mDepth;
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size_t mData;
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PX_FORCE_INLINE BV32Data() : mNbLeafNodes(0), mDepth(0), mData(PX_INVALID_U32)
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{
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setEmpty();
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 isLeaf() const { return mData & 1; }
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//if the node is leaf,
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getNbReferencedPrimitives() const { PX_ASSERT(isLeaf()); return PxU32((mData >>1)&63); }
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getPrimitiveStartIndex() const { PX_ASSERT(isLeaf()); return PxU32(mData >> 7); }
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//PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getPrimitive() const { return mData >> 1; }
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//if the node isn't leaf, we will get the childOffset
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getChildOffset() const { PX_ASSERT(!isLeaf()); return PxU32(mData >> GU_BV4_CHILD_OFFSET_SHIFT_COUNT); }
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getNbChildren() const { PX_ASSERT(!isLeaf()); return ((mData) & ((1 << GU_BV4_CHILD_OFFSET_SHIFT_COUNT) - 1))>>1; }
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PX_CUDA_CALLABLE PX_FORCE_INLINE void getMinMax(PxVec3& min, PxVec3& max) const
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{
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//min = mCenter - mExtents;
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//max = mCenter + mExtents;
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min = mMin;
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max = mMax;
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}
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PX_FORCE_INLINE void setEmpty()
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{
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//mCenter = PxVec3(0.0f, 0.0f, 0.0f);
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//mExtents = PxVec3(-1.0f, -1.0f, -1.0f);
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mMin = PxVec3(PX_MAX_F32);
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mMax = PxVec3(-PX_MAX_F32);
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}
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};
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PX_ALIGN_PREFIX(16)
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struct BV32DataPacked
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{
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/*PxVec4 mCenter[32];
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PxVec4 mExtents[32];*/
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PxVec4 mMin[32];
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PxVec4 mMax[32];
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PxU32 mData[32];
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PxU32 mNbNodes;
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PxU32 mDepth;
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PxU32 padding[2];
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PX_CUDA_CALLABLE PX_FORCE_INLINE BV32DataPacked() : mNbNodes(0), mDepth(0)
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{
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 isLeaf(const PxU32 index) const { return mData[index] & 1; }
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//if the node is leaf
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getNbReferencedPrimitives(const PxU32 index) const { PX_ASSERT(isLeaf(index)); return (mData[index] >> 1) & 63; }
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getPrimitiveStartIndex(const PxU32 index) const { PX_ASSERT(isLeaf(index)); return (mData[index] >> 7); }
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//if the node isn't leaf, we will get the childOffset
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getChildOffset(const PxU32 index) const { PX_ASSERT(!isLeaf(index)); return mData[index] >> GU_BV4_CHILD_OFFSET_SHIFT_COUNT; }
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getNbChildren(const PxU32 index) const { PX_ASSERT(!isLeaf(index)); return ((mData[index])& ((1 << GU_BV4_CHILD_OFFSET_SHIFT_COUNT) - 1)) >> 1; }
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}
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PX_ALIGN_SUFFIX(16);
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//This struct store the start and end index of the packed node at the same depth level in the tree
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struct BV32DataDepthInfo
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{
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public:
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PxU32 offset;
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PxU32 count;
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};
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class BV32Tree : public physx::PxUserAllocated
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{
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public:
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// PX_SERIALIZATION
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BV32Tree(const PxEMPTY);
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void exportExtraData(PxSerializationContext&);
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void importExtraData(PxDeserializationContext& context);
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//~PX_SERIALIZATION
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BV32Tree();
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BV32Tree(SourceMesh* meshInterface, const PxBounds3& localBounds);
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~BV32Tree();
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bool refit(const float epsilon);
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bool load(PxInputStream& stream, bool mismatch);
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void createSOAformatNode(BV32DataPacked& packedData, const BV32Data& node, const PxU32 childOffset, PxU32& currentIndex, PxU32& nbPackedNodes);
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void reset();
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void operator = (BV32Tree& v);
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bool init(SourceMeshBase* meshInterface, const PxBounds3& localBounds);
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void release();
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SourceMeshBase* mMeshInterface;
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LocalBounds mLocalBounds;
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PxU32 mNbNodes;
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BV32Data* mNodes;
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BV32DataPacked* mPackedNodes;
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PxU32 mNbPackedNodes;
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PxU32* mRemapPackedNodeIndexWithDepth;
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BV32DataDepthInfo* mTreeDepthInfo;
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PxU32 mMaxTreeDepth;
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PxU32 mInitData;
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bool mUserAllocated; // PT: please keep these 4 bytes right after mCenterOrMinCoeff/mExtentsOrMaxCoeff for safe V4 loading
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bool mPadding[2];
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};
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} // namespace Gu
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}
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#endif // GU_BV32_H
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