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XCEngine/engine/third_party/physx/source/geomutils/src/GuBVH.h

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// 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