Files
XCEngine/engine/third_party/physx/source/physxextensions/src/tet/ExtUtilities.h

110 lines
3.9 KiB
C++

// 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<PxI32>;
//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<Gu::BVHNode>& tree, PxF32 enlargement = 1e-4f);
//Builds a BVH from a set of triangles
PX_FORCE_INLINE void buildTree(const PxArray<Triangle>& triangles, const PxArray<PxVec3d>& points, PxArray<Gu::BVHNode>& tree, PxF32 enlargement = 1e-4f)
{
buildTree(reinterpret_cast<const PxU32*>(triangles.begin()), triangles.size(), points.begin(), tree, enlargement);
}
template<typename T>
void traverseBVH(const PxArray<Gu::BVHNode>& nodes, T& traversalController, PxI32 rootNodeIndex = 0)
{
traverseBVH(nodes.begin(), traversalController, rootNodeIndex);
}
class IntersectionCollectingTraversalController
{
PxBounds3 box;
PxArray<PxI32>& candidateTriangleIndices;
public:
IntersectionCollectingTraversalController(PxArray<PxI32>& candidateTriangleIndices_) :
box(PxBounds3::empty()), candidateTriangleIndices(candidateTriangleIndices_)
{ }
IntersectionCollectingTraversalController(const PxBounds3& box_, PxArray<PxI32>& 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