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XCEngine/engine/third_party/physx/source/physxextensions/src/tet/ExtBVH.cpp

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C++

// Redistribution and use in source and binary forms, with or without
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
#include "ExtBVH.h"
#include "ExtUtilities.h"
using namespace physx;
using namespace Ext;
using namespace Gu;
void BVHDesc::query(const PxBounds3& bounds, PxArray<PxI32>& items)
{
items.clear();
IntersectionCollectingTraversalController traversalController(bounds, items);
traverseBVH(tree.begin(), traversalController, 0);
}
void BVHBuilder::build(BVHDesc& bvh, const PxBounds3* items, PxI32 n)
{
AABBTreeBounds boxes;
boxes.init(n);
for (PxI32 i = 0; i < n; ++i)
boxes.getBounds()[i] = items[i];
Gu::buildAABBTree(n, boxes, bvh.tree);
}