// 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_AABBTREE_NODE_H #define GU_AABBTREE_NODE_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxBounds3.h" #include "foundation/PxVecMath.h" #include "foundation/PxUserAllocated.h" namespace physx { using namespace aos; namespace Gu { struct BVHNode : public PxUserAllocated { public: PX_FORCE_INLINE BVHNode() {} PX_FORCE_INLINE ~BVHNode() {} PX_FORCE_INLINE PxU32 isLeaf() const { return mData&1; } PX_FORCE_INLINE const PxU32* getPrimitives(const PxU32* base) const { return base + (mData>>5); } PX_FORCE_INLINE PxU32* getPrimitives(PxU32* base) { return base + (mData>>5); } PX_FORCE_INLINE PxU32 getPrimitiveIndex() const { return mData>>5; } PX_FORCE_INLINE PxU32 getNbPrimitives() const { return (mData>>1)&15; } PX_FORCE_INLINE PxU32 getPosIndex() const { return mData>>1; } PX_FORCE_INLINE PxU32 getNegIndex() const { return (mData>>1) + 1; } PX_FORCE_INLINE const BVHNode* getPos(const BVHNode* base) const { return base + (mData>>1); } PX_FORCE_INLINE const BVHNode* getNeg(const BVHNode* base) const { const BVHNode* P = getPos(base); return P ? P+1 : NULL; } PX_FORCE_INLINE BVHNode* getPos(BVHNode* base) { return base + (mData >> 1); } PX_FORCE_INLINE BVHNode* getNeg(BVHNode* base) { BVHNode* P = getPos(base); return P ? P + 1 : NULL; } PX_FORCE_INLINE PxU32 getNbRuntimePrimitives() const { return (mData>>1)&15; } PX_FORCE_INLINE void setNbRunTimePrimitives(PxU32 val) { PX_ASSERT(val<16); PxU32 data = mData & ~(15<<1); data |= val<<1; mData = data; } PX_FORCE_INLINE void getAABBCenterExtentsV(Vec3V* center, Vec3V* extents) const { const Vec4V minV = V4LoadU(&mBV.minimum.x); const Vec4V maxV = V4LoadU(&mBV.maximum.x); const float half = 0.5f; const FloatV halfV = FLoad(half); *extents = Vec3V_From_Vec4V(V4Scale(V4Sub(maxV, minV), halfV)); *center = Vec3V_From_Vec4V(V4Scale(V4Add(maxV, minV), halfV)); } PX_FORCE_INLINE void getAABBCenterExtentsV2(Vec3V* center, Vec3V* extents) const { const Vec4V minV = V4LoadU(&mBV.minimum.x); const Vec4V maxV = V4LoadU(&mBV.maximum.x); *extents = Vec3V_From_Vec4V(V4Sub(maxV, minV)); *center = Vec3V_From_Vec4V(V4Add(maxV, minV)); } PxBounds3 mBV; // Global bounding-volume enclosing all the node-related primitives PxU32 mData; // 27 bits node or prim index|4 bits #prims|1 bit leaf }; } // namespace Gu } #endif // GU_AABBTREE_NODE_H