// 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) 2008-2025 NVIDIA Corporation. All rights reserved. #ifndef EXT_TET_CPU_BVH_H #define EXT_TET_CPU_BVH_H #include "foundation/PxArray.h" #include "foundation/PxBounds3.h" #include "GuBVH.h" #include "GuAABBTree.h" #include "GuAABBTreeNode.h" #include "GuAABBTreeBounds.h" #include "GuAABBTreeQuery.h" #include "GuTriangle.h" #include "ExtVec3.h" namespace physx { namespace Ext { using Triangle = Gu::IndexedTriangleT; //Creates an unique 64bit bit key out of two 32bit values, the key is order independent, useful as hash key for edges //Use this functions to compute the edge keys used in the edgesToSplit parameter of the split function below. PX_FORCE_INLINE PxU64 key(PxI32 a, PxI32 b) { if (a < b) return ((PxU64(a)) << 32) | (PxU64(b)); else return ((PxU64(b)) << 32) | (PxU64(a)); } void buildTree(const PxU32* triangles, const PxU32 numTriangles, const PxVec3d* points, PxArray& tree, PxF32 enlargement = 1e-4f); //Builds a BVH from a set of triangles PX_FORCE_INLINE void buildTree(const PxArray& triangles, const PxArray& points, PxArray& tree, PxF32 enlargement = 1e-4f) { buildTree(reinterpret_cast(triangles.begin()), triangles.size(), points.begin(), tree, enlargement); } template void traverseBVH(const PxArray& nodes, T& traversalController, PxI32 rootNodeIndex = 0) { traverseBVH(nodes.begin(), traversalController, rootNodeIndex); } class IntersectionCollectingTraversalController { PxBounds3 box; PxArray& candidateTriangleIndices; public: IntersectionCollectingTraversalController(PxArray& candidateTriangleIndices_) : box(PxBounds3::empty()), candidateTriangleIndices(candidateTriangleIndices_) { } IntersectionCollectingTraversalController(const PxBounds3& box_, PxArray& candidateTriangleIndices_) : box(box_), candidateTriangleIndices(candidateTriangleIndices_) { } void reset(const PxBounds3& box_) { box = box_; candidateTriangleIndices.clear(); } Gu::TraversalControl::Enum analyze(const Gu::BVHNode& node, PxI32) { if (node.isLeaf()) { candidateTriangleIndices.pushBack(node.getPrimitiveIndex()); return Gu::TraversalControl::eDontGoDeeper; } if (node.mBV.intersects(box)) return Gu::TraversalControl::eGoDeeper; return Gu::TraversalControl::eDontGoDeeper; } private: PX_NOCOPY(IntersectionCollectingTraversalController) }; } } #endif