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All rights reserved. #ifndef GU_BVH_H #define GU_BVH_H #include "geometry/PxBVH.h" #include "CmRefCountable.h" #include "foundation/PxVecMath.h" #include "foundation/PxUserAllocated.h" #include "GuAABBTreeBounds.h" #include "GuAABBTree.h" namespace physx { struct PxBVHInternalData; class PxInputStream; namespace Gu { class MeshFactory; struct BVHNode; class ShapeData; class BVHData : public BVHPartialRefitData { public: BVHData() {} BVHData(BVHData& other) { mNbIndices = other.mNbIndices; mNbNodes = other.mNbNodes; mIndices = other.mIndices; mNodes = other.mNodes; mBounds.moveFrom(other.mBounds); other.mIndices = NULL; other.mNodes = NULL; } ~BVHData() { if(mBounds.ownsMemory()) { mBounds.release(); PX_FREE(mIndices); PX_FREE(mNodes); // PT: TODO: fix this, unify with AABBTree version } mNbNodes = 0; mNbIndices = 0; } PX_PHYSX_COMMON_API bool build(PxU32 nbBounds, const void* boundsData, PxU32 boundsStride, float enlargement, PxU32 numPrimsPerLeaf, BVHBuildStrategy bs); PX_PHYSX_COMMON_API bool save(PxOutputStream& stream, bool endian) const; AABBTreeBounds mBounds; }; /** \brief Represents a BVH. */ class BVH : public PxBVH, public PxUserAllocated, public Cm::RefCountable { public: // PT: TODO: revisit these PX_PHYSX_COMMON_API calls. At the end of the day the issue is that things like PxUserAllocated aren't exported. PX_PHYSX_COMMON_API BVH(MeshFactory* factory); PX_PHYSX_COMMON_API BVH(MeshFactory* factory, BVHData& data); PX_PHYSX_COMMON_API BVH(const PxBVHInternalData& data); virtual ~BVH(); PX_PHYSX_COMMON_API bool init(PxU32 nbPrims, AABBTreeBounds* bounds, const void* boundsData, PxU32 stride, BVHBuildStrategy bs, PxU32 nbPrimsPerLeaf, float enlargement); bool load(PxInputStream& desc); void release(); // PxBVH virtual bool raycast(const PxVec3& origin, const PxVec3& unitDir, float distance, RaycastCallback& cb, PxGeometryQueryFlags flags) const PX_OVERRIDE; virtual bool overlap(const PxGeometry& geom, const PxTransform& pose, OverlapCallback& cb, PxGeometryQueryFlags flags) const PX_OVERRIDE; virtual bool sweep(const PxGeometry& geom, const PxTransform& pose, const PxVec3& unitDir, float distance, RaycastCallback& cb, PxGeometryQueryFlags flags) const PX_OVERRIDE; virtual bool cull(PxU32 nbPlanes, const PxPlane* planes, OverlapCallback& cb, PxGeometryQueryFlags flags) const PX_OVERRIDE; virtual PxU32 getNbBounds() const PX_OVERRIDE { return mData.mNbIndices; } virtual const PxBounds3* getBounds() const PX_OVERRIDE { return mData.mBounds.getBounds(); } virtual void refit() PX_OVERRIDE; virtual bool updateBounds(PxU32 boundsIndex, const PxBounds3& newBounds) PX_OVERRIDE; virtual void partialRefit() PX_OVERRIDE; virtual bool traverse(TraversalCallback& cb) const PX_OVERRIDE; //~PxBVH // Cm::RefCountable virtual void onRefCountZero() PX_OVERRIDE; //~Cm::RefCountable PX_FORCE_INLINE const BVHNode* getNodes() const { return mData.mNodes; } PX_FORCE_INLINE const PxU32* getIndices() const { return mData.mIndices; } PX_FORCE_INLINE const BVHData& getData() const { return mData; } bool getInternalData(PxBVHInternalData&, bool) const; bool updateBoundsInternal(PxU32 localIndex, const PxBounds3& bounds); // PT: alternative implementations directly working on shape data bool overlap(const ShapeData& shapeData, OverlapCallback& cb, PxGeometryQueryFlags flags) const; bool sweep(const ShapeData& shapeData, const PxVec3& unitDir, float distance, RaycastCallback& cb, PxGeometryQueryFlags flags) const; private: MeshFactory* mMeshFactory; BVHData mData; }; } } #endif