// 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. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef GU_BV4_H #define GU_BV4_H #include "foundation/PxBounds3.h" #include "GuBV4Settings.h" #include "GuCenterExtents.h" #include "GuTriangle.h" #include "foundation/PxVecMath.h" #include "common/PxPhysXCommonConfig.h" #define V4LoadU_Safe physx::aos::V4LoadU // PT: prefix needed on Linux. Sigh. #define V4LoadA_Safe V4LoadA #define V4StoreA_Safe V4StoreA #define V4StoreU_Safe V4StoreU namespace physx { class PxSerializationContext; class PxDeserializationContext; class PxOutputStream; class PxInputStream; namespace Gu { struct VertexPointers { const PxVec3* Vertex[3]; }; struct TetrahedronPointers { const PxVec3* Vertex[4]; }; // PT: TODO: make this more generic, rename to IndQuad32, refactor with GRB's int4 class IndTetrahedron32 : public physx::PxUserAllocated { public: public: PX_FORCE_INLINE IndTetrahedron32() {} PX_FORCE_INLINE IndTetrahedron32(PxU32 r0, PxU32 r1, PxU32 r2, PxU32 r3) { mRef[0] = r0; mRef[1] = r1; mRef[2] = r2; mRef[3] = r3; } PX_FORCE_INLINE IndTetrahedron32(const IndTetrahedron32& tetrahedron) { mRef[0] = tetrahedron.mRef[0]; mRef[1] = tetrahedron.mRef[1]; mRef[2] = tetrahedron.mRef[2]; mRef[3] = tetrahedron.mRef[3]; } PX_FORCE_INLINE ~IndTetrahedron32() {} PxU32 mRef[4]; }; PX_COMPILE_TIME_ASSERT(sizeof(IndTetrahedron32) == 16); // PT: TODO: make this more generic, rename to IndQuad16 class IndTetrahedron16 : public physx::PxUserAllocated { public: public: PX_FORCE_INLINE IndTetrahedron16() {} PX_FORCE_INLINE IndTetrahedron16(PxU16 r0, PxU16 r1, PxU16 r2, PxU16 r3) { mRef[0] = r0; mRef[1] = r1; mRef[2] = r2; mRef[3] = r3; } PX_FORCE_INLINE IndTetrahedron16(const IndTetrahedron16& tetrahedron) { mRef[0] = tetrahedron.mRef[0]; mRef[1] = tetrahedron.mRef[1]; mRef[2] = tetrahedron.mRef[2]; mRef[3] = tetrahedron.mRef[3]; } PX_FORCE_INLINE ~IndTetrahedron16() {} PxU16 mRef[4]; }; PX_COMPILE_TIME_ASSERT(sizeof(IndTetrahedron16) == 8); typedef IndexedTriangle32 IndTri32; typedef IndexedTriangle16 IndTri16; PX_FORCE_INLINE void getVertexReferences(PxU32& vref0, PxU32& vref1, PxU32& vref2, PxU32 index, const IndTri32* T32, const IndTri16* T16) { if(T32) { const IndTri32* PX_RESTRICT tri = T32 + index; vref0 = tri->mRef[0]; vref1 = tri->mRef[1]; vref2 = tri->mRef[2]; } else { const IndTri16* PX_RESTRICT tri = T16 + index; vref0 = tri->mRef[0]; vref1 = tri->mRef[1]; vref2 = tri->mRef[2]; } } PX_FORCE_INLINE void getVertexReferences(PxU32& vref0, PxU32& vref1, PxU32& vref2, PxU32& vref3, PxU32 index, const IndTetrahedron32* T32, const IndTetrahedron16* T16) { if(T32) { const IndTetrahedron32* PX_RESTRICT tet = T32 + index; vref0 = tet->mRef[0]; vref1 = tet->mRef[1]; vref2 = tet->mRef[2]; vref3 = tet->mRef[3]; } else { const IndTetrahedron16* PX_RESTRICT tet = T16 + index; vref0 = tet->mRef[0]; vref1 = tet->mRef[1]; vref2 = tet->mRef[2]; vref3 = tet->mRef[3]; } } class SourceMeshBase : public physx::PxUserAllocated { public: enum MeshType { TRI_MESH, TET_MESH, FORCE_DWORD = 0x7fffffff }; SourceMeshBase(MeshType meshType); virtual ~SourceMeshBase(); SourceMeshBase(const PxEMPTY) {} PxU32 mNbVerts; const PxVec3* mVerts; PX_FORCE_INLINE PxU32 getNbVertices() const { return mNbVerts; } PX_FORCE_INLINE const PxVec3* getVerts() const { return mVerts; } PX_FORCE_INLINE void setNbVertices(PxU32 nb) { mNbVerts = nb; } PX_FORCE_INLINE void initRemap() { mRemap = NULL; } PX_FORCE_INLINE const PxU32* getRemap() const { return mRemap; } PX_FORCE_INLINE void releaseRemap() { PX_FREE(mRemap); } PX_FORCE_INLINE MeshType getMeshType() const { return mType; } // PT: TODO: check whether adding these vcalls affected build & runtime performance virtual PxU32 getNbPrimitives() const = 0; virtual void remapTopology(const PxU32* order) = 0; virtual void getPrimitiveBox(const PxU32 primitiveInd, physx::aos::Vec4V& minV, physx::aos::Vec4V& maxV) = 0; virtual void refit(const PxU32 primitiveInd, PxBounds3& refitBox) = 0; protected: MeshType mType; PxU32* mRemap; }; class SourceMesh : public SourceMeshBase { public: SourceMesh(); virtual ~SourceMesh(); // PX_SERIALIZATION SourceMesh(const PxEMPTY) : SourceMeshBase(PxEmpty) {} //~PX_SERIALIZATION void reset(); void operator = (SourceMesh& v); PxU32 mNbTris; IndTri32* mTriangles32; IndTri16* mTriangles16; PX_FORCE_INLINE PxU32 getNbTriangles() const { return mNbTris; } PX_FORCE_INLINE const IndTri32* getTris32() const { return mTriangles32; } PX_FORCE_INLINE const IndTri16* getTris16() const { return mTriangles16; } PX_FORCE_INLINE void setNbTriangles(PxU32 nb) { mNbTris = nb; } // SourceMeshBase virtual PxU32 getNbPrimitives() const { return getNbTriangles(); } virtual void remapTopology(const PxU32* order); virtual void getPrimitiveBox(const PxU32 primitiveInd, physx::aos::Vec4V& minV, physx::aos::Vec4V& maxV); virtual void refit(const PxU32 primitiveInd, PxBounds3& refitBox); //~SourceMeshBase PX_FORCE_INLINE void setPointers(IndTri32* tris32, IndTri16* tris16, const PxVec3* verts) { mTriangles32 = tris32; mTriangles16 = tris16; mVerts = verts; } bool isValid() const; PX_FORCE_INLINE void getTriangle(VertexPointers& vp, PxU32 index) const { PxU32 VRef0, VRef1, VRef2; getVertexReferences(VRef0, VRef1, VRef2, index, mTriangles32, mTriangles16); vp.Vertex[0] = mVerts + VRef0; vp.Vertex[1] = mVerts + VRef1; vp.Vertex[2] = mVerts + VRef2; } }; class TetrahedronSourceMesh : public SourceMeshBase { public: TetrahedronSourceMesh(); virtual ~TetrahedronSourceMesh(); // PX_SERIALIZATION TetrahedronSourceMesh(const PxEMPTY) : SourceMeshBase(TET_MESH) {} //~PX_SERIALIZATION void reset(); void operator = (TetrahedronSourceMesh& v); PxU32 mNbTetrahedrons; IndTetrahedron32* mTetrahedrons32; IndTetrahedron16* mTetrahedrons16; PX_FORCE_INLINE PxU32 getNbTetrahedrons() const { return mNbTetrahedrons; } PX_FORCE_INLINE const IndTetrahedron32* getTetrahedrons32() const { return mTetrahedrons32; } PX_FORCE_INLINE const IndTetrahedron16* getTetrahedrons16() const { return mTetrahedrons16; } PX_FORCE_INLINE void setNbTetrahedrons(PxU32 nb) { mNbTetrahedrons = nb; } // SourceMeshBase virtual PxU32 getNbPrimitives() const { return getNbTetrahedrons(); } virtual void remapTopology(const PxU32* order); virtual void getPrimitiveBox(const PxU32 primitiveInd, physx::aos::Vec4V& minV, physx::aos::Vec4V& maxV); virtual void refit(const PxU32 primitiveInd, PxBounds3& refitBox); //~SourceMeshBase PX_FORCE_INLINE void setPointers(IndTetrahedron32* tets32, IndTetrahedron16* tets16, const PxVec3* verts) { mTetrahedrons32 = tets32; mTetrahedrons16 = tets16; mVerts = verts; } bool isValid() const; PX_FORCE_INLINE void getTetrahedron(TetrahedronPointers& vp, PxU32 index) const { PxU32 VRef0, VRef1, VRef2, VRef3; getVertexReferences(VRef0, VRef1, VRef2, VRef3, index, mTetrahedrons32, mTetrahedrons16); vp.Vertex[0] = mVerts + VRef0; vp.Vertex[1] = mVerts + VRef1; vp.Vertex[2] = mVerts + VRef2; vp.Vertex[3] = mVerts + VRef3; } }; struct LocalBounds { // PX_SERIALIZATION LocalBounds(const PxEMPTY) {} //~PX_SERIALIZATION LocalBounds() : mCenter(PxVec3(0.0f)), mExtentsMagnitude(0.0f) {} PxVec3 mCenter; float mExtentsMagnitude; PX_FORCE_INLINE void init(const PxBounds3& bounds) { mCenter = bounds.getCenter(); // PT: TODO: compute mag first, then multiplies by 0.5f (TA34704) mExtentsMagnitude = bounds.getExtents().magnitude(); } }; class QuantizedAABB { public: struct Data { PxU16 mExtents; //!< Quantized extents PxI16 mCenter; //!< Quantized center }; Data mData[3]; }; PX_COMPILE_TIME_ASSERT(sizeof(QuantizedAABB)==12); ///// #define GU_BV4_CHILD_OFFSET_SHIFT_COUNT 11 static PX_FORCE_INLINE PxU32 getChildOffset(PxU32 data) { return data>>GU_BV4_CHILD_OFFSET_SHIFT_COUNT; } static PX_FORCE_INLINE PxU32 getChildType(PxU32 data) { return (data>>1)&3; } template struct BVDataPackedT { BoxType mAABB; PxU32 mData; PX_FORCE_INLINE PxU32 isLeaf() const { return mData&1; } PX_FORCE_INLINE PxU32 getPrimitive() const { return mData>>1; } PX_FORCE_INLINE PxU32 getChildOffset() const { return mData>>GU_BV4_CHILD_OFFSET_SHIFT_COUNT;} PX_FORCE_INLINE PxU32 getChildType() const { return (mData>>1)&3; } PX_FORCE_INLINE PxU32 getChildData() const { return mData; } PX_FORCE_INLINE void encodePNS(PxU32 code) { PX_ASSERT(code<256); mData |= code<<3; } PX_FORCE_INLINE PxU32 decodePNSNoShift() const { return mData; } }; typedef BVDataPackedT BVDataPackedQ; typedef BVDataPackedT BVDataPackedNQ; // PT: TODO: align class to 16? (TA34704) class BV4Tree : public physx::PxUserAllocated { public: // PX_SERIALIZATION BV4Tree(const PxEMPTY); void exportExtraData(PxSerializationContext&); void importExtraData(PxDeserializationContext& context); //~PX_SERIALIZATION BV4Tree(); BV4Tree(SourceMesh* meshInterface, const PxBounds3& localBounds); ~BV4Tree(); bool refit(PxBounds3& globalBounds, float epsilon); bool load(PxInputStream& stream, bool mismatch); void reset(); void operator = (BV4Tree& v); bool init(SourceMeshBase* meshInterface, const PxBounds3& localBounds); void release(); SourceMeshBase* mMeshInterface; LocalBounds mLocalBounds; PxU32 mNbNodes; void* mNodes; // PT: BVDataPacked / BVDataSwizzled PxU32 mInitData; // PT: the dequantization coeffs are only used for quantized trees PxVec3 mCenterOrMinCoeff; // PT: dequantization coeff, either for Center or Min (depending on AABB format) PxVec3 mExtentsOrMaxCoeff; // PT: dequantization coeff, either for Extents or Max (depending on AABB format) bool mUserAllocated; // PT: please keep these 4 bytes right after mCenterOrMinCoeff/mExtentsOrMaxCoeff for safe V4 loading bool mQuantized; // PT: true for quantized trees bool mIsEdgeSet; // PT: equivalent to RTree::IS_EDGE_SET bool mPadding; }; } // namespace Gu } #endif // GU_BV4_H