141 lines
5.6 KiB
C++
141 lines
5.6 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.
|
|
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
|
|
// Copyright (c) 2001-2004 NovodeX AG. 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
|