feat(physics): wire physx sdk into build
This commit is contained in:
380
engine/third_party/physx/source/geomutils/src/mesh/GuBV4.h
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380
engine/third_party/physx/source/geomutils/src/mesh/GuBV4.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_BV4_H
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#define GU_BV4_H
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#include "foundation/PxBounds3.h"
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#include "GuBV4Settings.h"
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#include "GuCenterExtents.h"
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#include "GuTriangle.h"
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#include "foundation/PxVecMath.h"
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#include "common/PxPhysXCommonConfig.h"
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#define V4LoadU_Safe physx::aos::V4LoadU // PT: prefix needed on Linux. Sigh.
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#define V4LoadA_Safe V4LoadA
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#define V4StoreA_Safe V4StoreA
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#define V4StoreU_Safe V4StoreU
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namespace physx
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{
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class PxSerializationContext;
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class PxDeserializationContext;
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class PxOutputStream;
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class PxInputStream;
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namespace Gu
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{
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struct VertexPointers
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{
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const PxVec3* Vertex[3];
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};
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struct TetrahedronPointers
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{
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const PxVec3* Vertex[4];
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};
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// PT: TODO: make this more generic, rename to IndQuad32, refactor with GRB's int4
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class IndTetrahedron32 : public physx::PxUserAllocated
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{
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public:
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public:
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PX_FORCE_INLINE IndTetrahedron32() {}
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PX_FORCE_INLINE IndTetrahedron32(PxU32 r0, PxU32 r1, PxU32 r2, PxU32 r3) { mRef[0] = r0; mRef[1] = r1; mRef[2] = r2; mRef[3] = r3; }
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PX_FORCE_INLINE IndTetrahedron32(const IndTetrahedron32& tetrahedron)
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{
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mRef[0] = tetrahedron.mRef[0];
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mRef[1] = tetrahedron.mRef[1];
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mRef[2] = tetrahedron.mRef[2];
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mRef[3] = tetrahedron.mRef[3];
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}
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PX_FORCE_INLINE ~IndTetrahedron32() {}
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PxU32 mRef[4];
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};
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PX_COMPILE_TIME_ASSERT(sizeof(IndTetrahedron32) == 16);
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// PT: TODO: make this more generic, rename to IndQuad16
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class IndTetrahedron16 : public physx::PxUserAllocated
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{
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public:
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public:
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PX_FORCE_INLINE IndTetrahedron16() {}
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PX_FORCE_INLINE IndTetrahedron16(PxU16 r0, PxU16 r1, PxU16 r2, PxU16 r3) { mRef[0] = r0; mRef[1] = r1; mRef[2] = r2; mRef[3] = r3; }
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PX_FORCE_INLINE IndTetrahedron16(const IndTetrahedron16& tetrahedron)
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{
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mRef[0] = tetrahedron.mRef[0];
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mRef[1] = tetrahedron.mRef[1];
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mRef[2] = tetrahedron.mRef[2];
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mRef[3] = tetrahedron.mRef[3];
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}
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PX_FORCE_INLINE ~IndTetrahedron16() {}
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PxU16 mRef[4];
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};
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PX_COMPILE_TIME_ASSERT(sizeof(IndTetrahedron16) == 8);
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typedef IndexedTriangle32 IndTri32;
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typedef IndexedTriangle16 IndTri16;
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PX_FORCE_INLINE void getVertexReferences(PxU32& vref0, PxU32& vref1, PxU32& vref2, PxU32 index, const IndTri32* T32, const IndTri16* T16)
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{
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if(T32)
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{
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const IndTri32* PX_RESTRICT tri = T32 + index;
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vref0 = tri->mRef[0];
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vref1 = tri->mRef[1];
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vref2 = tri->mRef[2];
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}
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else
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{
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const IndTri16* PX_RESTRICT tri = T16 + index;
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vref0 = tri->mRef[0];
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vref1 = tri->mRef[1];
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vref2 = tri->mRef[2];
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}
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}
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PX_FORCE_INLINE void getVertexReferences(PxU32& vref0, PxU32& vref1, PxU32& vref2, PxU32& vref3, PxU32 index, const IndTetrahedron32* T32, const IndTetrahedron16* T16)
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{
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if(T32)
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{
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const IndTetrahedron32* PX_RESTRICT tet = T32 + index;
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vref0 = tet->mRef[0];
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vref1 = tet->mRef[1];
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vref2 = tet->mRef[2];
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vref3 = tet->mRef[3];
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}
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else
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{
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const IndTetrahedron16* PX_RESTRICT tet = T16 + index;
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vref0 = tet->mRef[0];
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vref1 = tet->mRef[1];
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vref2 = tet->mRef[2];
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vref3 = tet->mRef[3];
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}
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}
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class SourceMeshBase : public physx::PxUserAllocated
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{
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public:
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enum MeshType
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{
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TRI_MESH,
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TET_MESH,
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FORCE_DWORD = 0x7fffffff
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};
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SourceMeshBase(MeshType meshType);
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virtual ~SourceMeshBase();
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SourceMeshBase(const PxEMPTY) {}
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PxU32 mNbVerts;
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const PxVec3* mVerts;
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PX_FORCE_INLINE PxU32 getNbVertices() const { return mNbVerts; }
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PX_FORCE_INLINE const PxVec3* getVerts() const { return mVerts; }
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PX_FORCE_INLINE void setNbVertices(PxU32 nb) { mNbVerts = nb; }
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PX_FORCE_INLINE void initRemap() { mRemap = NULL; }
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PX_FORCE_INLINE const PxU32* getRemap() const { return mRemap; }
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PX_FORCE_INLINE void releaseRemap() { PX_FREE(mRemap); }
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PX_FORCE_INLINE MeshType getMeshType() const { return mType; }
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// PT: TODO: check whether adding these vcalls affected build & runtime performance
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virtual PxU32 getNbPrimitives() const = 0;
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virtual void remapTopology(const PxU32* order) = 0;
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virtual void getPrimitiveBox(const PxU32 primitiveInd, physx::aos::Vec4V& minV, physx::aos::Vec4V& maxV) = 0;
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virtual void refit(const PxU32 primitiveInd, PxBounds3& refitBox) = 0;
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protected:
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MeshType mType;
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PxU32* mRemap;
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};
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class SourceMesh : public SourceMeshBase
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{
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public:
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SourceMesh();
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virtual ~SourceMesh();
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// PX_SERIALIZATION
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SourceMesh(const PxEMPTY) : SourceMeshBase(PxEmpty) {}
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//~PX_SERIALIZATION
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void reset();
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void operator = (SourceMesh& v);
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PxU32 mNbTris;
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IndTri32* mTriangles32;
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IndTri16* mTriangles16;
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PX_FORCE_INLINE PxU32 getNbTriangles() const { return mNbTris; }
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PX_FORCE_INLINE const IndTri32* getTris32() const { return mTriangles32; }
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PX_FORCE_INLINE const IndTri16* getTris16() const { return mTriangles16; }
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PX_FORCE_INLINE void setNbTriangles(PxU32 nb) { mNbTris = nb; }
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// SourceMeshBase
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virtual PxU32 getNbPrimitives() const { return getNbTriangles(); }
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virtual void remapTopology(const PxU32* order);
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virtual void getPrimitiveBox(const PxU32 primitiveInd, physx::aos::Vec4V& minV, physx::aos::Vec4V& maxV);
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virtual void refit(const PxU32 primitiveInd, PxBounds3& refitBox);
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//~SourceMeshBase
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PX_FORCE_INLINE void setPointers(IndTri32* tris32, IndTri16* tris16, const PxVec3* verts)
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{
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mTriangles32 = tris32;
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mTriangles16 = tris16;
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mVerts = verts;
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}
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bool isValid() const;
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PX_FORCE_INLINE void getTriangle(VertexPointers& vp, PxU32 index) const
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{
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PxU32 VRef0, VRef1, VRef2;
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getVertexReferences(VRef0, VRef1, VRef2, index, mTriangles32, mTriangles16);
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vp.Vertex[0] = mVerts + VRef0;
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vp.Vertex[1] = mVerts + VRef1;
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vp.Vertex[2] = mVerts + VRef2;
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}
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};
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class TetrahedronSourceMesh : public SourceMeshBase
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{
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public:
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TetrahedronSourceMesh();
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virtual ~TetrahedronSourceMesh();
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// PX_SERIALIZATION
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TetrahedronSourceMesh(const PxEMPTY) : SourceMeshBase(TET_MESH) {}
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//~PX_SERIALIZATION
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void reset();
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void operator = (TetrahedronSourceMesh& v);
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PxU32 mNbTetrahedrons;
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IndTetrahedron32* mTetrahedrons32;
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IndTetrahedron16* mTetrahedrons16;
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PX_FORCE_INLINE PxU32 getNbTetrahedrons() const { return mNbTetrahedrons; }
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PX_FORCE_INLINE const IndTetrahedron32* getTetrahedrons32() const { return mTetrahedrons32; }
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PX_FORCE_INLINE const IndTetrahedron16* getTetrahedrons16() const { return mTetrahedrons16; }
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PX_FORCE_INLINE void setNbTetrahedrons(PxU32 nb) { mNbTetrahedrons = nb; }
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// SourceMeshBase
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virtual PxU32 getNbPrimitives() const { return getNbTetrahedrons(); }
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virtual void remapTopology(const PxU32* order);
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virtual void getPrimitiveBox(const PxU32 primitiveInd, physx::aos::Vec4V& minV, physx::aos::Vec4V& maxV);
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virtual void refit(const PxU32 primitiveInd, PxBounds3& refitBox);
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//~SourceMeshBase
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PX_FORCE_INLINE void setPointers(IndTetrahedron32* tets32, IndTetrahedron16* tets16, const PxVec3* verts)
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{
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mTetrahedrons32 = tets32;
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mTetrahedrons16 = tets16;
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mVerts = verts;
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}
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bool isValid() const;
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PX_FORCE_INLINE void getTetrahedron(TetrahedronPointers& vp, PxU32 index) const
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{
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PxU32 VRef0, VRef1, VRef2, VRef3;
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getVertexReferences(VRef0, VRef1, VRef2, VRef3, index, mTetrahedrons32, mTetrahedrons16);
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vp.Vertex[0] = mVerts + VRef0;
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vp.Vertex[1] = mVerts + VRef1;
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vp.Vertex[2] = mVerts + VRef2;
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vp.Vertex[3] = mVerts + VRef3;
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}
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};
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struct LocalBounds
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{
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// PX_SERIALIZATION
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LocalBounds(const PxEMPTY) {}
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//~PX_SERIALIZATION
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LocalBounds() : mCenter(PxVec3(0.0f)), mExtentsMagnitude(0.0f) {}
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PxVec3 mCenter;
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float mExtentsMagnitude;
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PX_FORCE_INLINE void init(const PxBounds3& bounds)
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{
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mCenter = bounds.getCenter();
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// PT: TODO: compute mag first, then multiplies by 0.5f (TA34704)
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mExtentsMagnitude = bounds.getExtents().magnitude();
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}
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};
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class QuantizedAABB
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{
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public:
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struct Data
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{
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PxU16 mExtents; //!< Quantized extents
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PxI16 mCenter; //!< Quantized center
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};
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Data mData[3];
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};
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PX_COMPILE_TIME_ASSERT(sizeof(QuantizedAABB)==12);
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/////
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#define GU_BV4_CHILD_OFFSET_SHIFT_COUNT 11
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static PX_FORCE_INLINE PxU32 getChildOffset(PxU32 data) { return data>>GU_BV4_CHILD_OFFSET_SHIFT_COUNT; }
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static PX_FORCE_INLINE PxU32 getChildType(PxU32 data) { return (data>>1)&3; }
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template<class BoxType>
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struct BVDataPackedT
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{
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BoxType mAABB;
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PxU32 mData;
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PX_FORCE_INLINE PxU32 isLeaf() const { return mData&1; }
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PX_FORCE_INLINE PxU32 getPrimitive() const { return mData>>1; }
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PX_FORCE_INLINE PxU32 getChildOffset() const { return mData>>GU_BV4_CHILD_OFFSET_SHIFT_COUNT;}
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PX_FORCE_INLINE PxU32 getChildType() const { return (mData>>1)&3; }
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PX_FORCE_INLINE PxU32 getChildData() const { return mData; }
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PX_FORCE_INLINE void encodePNS(PxU32 code)
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{
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PX_ASSERT(code<256);
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mData |= code<<3;
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}
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PX_FORCE_INLINE PxU32 decodePNSNoShift() const { return mData; }
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};
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typedef BVDataPackedT<QuantizedAABB> BVDataPackedQ;
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typedef BVDataPackedT<CenterExtents> BVDataPackedNQ;
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// PT: TODO: align class to 16? (TA34704)
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class BV4Tree : public physx::PxUserAllocated
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{
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public:
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// PX_SERIALIZATION
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BV4Tree(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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BV4Tree();
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BV4Tree(SourceMesh* meshInterface, const PxBounds3& localBounds);
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~BV4Tree();
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bool refit(PxBounds3& globalBounds, float epsilon);
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bool load(PxInputStream& stream, bool mismatch);
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void reset();
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void operator = (BV4Tree& 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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void* mNodes; // PT: BVDataPacked / BVDataSwizzled
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PxU32 mInitData;
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// PT: the dequantization coeffs are only used for quantized trees
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PxVec3 mCenterOrMinCoeff; // PT: dequantization coeff, either for Center or Min (depending on AABB format)
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PxVec3 mExtentsOrMaxCoeff; // PT: dequantization coeff, either for Extents or Max (depending on AABB format)
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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 mQuantized; // PT: true for quantized trees
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bool mIsEdgeSet; // PT: equivalent to RTree::IS_EDGE_SET
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bool mPadding;
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};
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} // namespace Gu
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}
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#endif // GU_BV4_H
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