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XCEngine/engine/third_party/physx/source/geomutils/src/mesh/GuBV32.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_BV32_H
#define GU_BV32_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxBounds3.h"
#include "foundation/PxVec4.h"
#include "common/PxSerialFramework.h"
#include "foundation/PxUserAllocated.h"
#include "foundation/PxArray.h"
#include "GuBV4.h"
namespace physx
{
namespace Gu
{
struct BV32Data : public physx::PxUserAllocated
{
PxVec3 mMin;
PxVec3 mMax;
PxU32 mNbLeafNodes;
PxU32 mDepth;
size_t mData;
PX_FORCE_INLINE BV32Data() : mNbLeafNodes(0), mDepth(0), mData(PX_INVALID_U32)
{
setEmpty();
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 isLeaf() const { return mData & 1; }
//if the node is leaf,
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getNbReferencedPrimitives() const { PX_ASSERT(isLeaf()); return PxU32((mData >>1)&63); }
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getPrimitiveStartIndex() const { PX_ASSERT(isLeaf()); return PxU32(mData >> 7); }
//PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getPrimitive() const { return mData >> 1; }
//if the node isn't leaf, we will get the childOffset
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getChildOffset() const { PX_ASSERT(!isLeaf()); return PxU32(mData >> GU_BV4_CHILD_OFFSET_SHIFT_COUNT); }
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getNbChildren() const { PX_ASSERT(!isLeaf()); return ((mData) & ((1 << GU_BV4_CHILD_OFFSET_SHIFT_COUNT) - 1))>>1; }
PX_CUDA_CALLABLE PX_FORCE_INLINE void getMinMax(PxVec3& min, PxVec3& max) const
{
//min = mCenter - mExtents;
//max = mCenter + mExtents;
min = mMin;
max = mMax;
}
PX_FORCE_INLINE void setEmpty()
{
//mCenter = PxVec3(0.0f, 0.0f, 0.0f);
//mExtents = PxVec3(-1.0f, -1.0f, -1.0f);
mMin = PxVec3(PX_MAX_F32);
mMax = PxVec3(-PX_MAX_F32);
}
};
PX_ALIGN_PREFIX(16)
struct BV32DataPacked
{
/*PxVec4 mCenter[32];
PxVec4 mExtents[32];*/
PxVec4 mMin[32];
PxVec4 mMax[32];
PxU32 mData[32];
PxU32 mNbNodes;
PxU32 mDepth;
PxU32 padding[2];
PX_CUDA_CALLABLE PX_FORCE_INLINE BV32DataPacked() : mNbNodes(0), mDepth(0)
{
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 isLeaf(const PxU32 index) const { return mData[index] & 1; }
//if the node is leaf
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getNbReferencedPrimitives(const PxU32 index) const { PX_ASSERT(isLeaf(index)); return (mData[index] >> 1) & 63; }
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getPrimitiveStartIndex(const PxU32 index) const { PX_ASSERT(isLeaf(index)); return (mData[index] >> 7); }
//if the node isn't leaf, we will get the childOffset
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getChildOffset(const PxU32 index) const { PX_ASSERT(!isLeaf(index)); return mData[index] >> GU_BV4_CHILD_OFFSET_SHIFT_COUNT; }
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getNbChildren(const PxU32 index) const { PX_ASSERT(!isLeaf(index)); return ((mData[index])& ((1 << GU_BV4_CHILD_OFFSET_SHIFT_COUNT) - 1)) >> 1; }
}
PX_ALIGN_SUFFIX(16);
//This struct store the start and end index of the packed node at the same depth level in the tree
struct BV32DataDepthInfo
{
public:
PxU32 offset;
PxU32 count;
};
class BV32Tree : public physx::PxUserAllocated
{
public:
// PX_SERIALIZATION
BV32Tree(const PxEMPTY);
void exportExtraData(PxSerializationContext&);
void importExtraData(PxDeserializationContext& context);
//~PX_SERIALIZATION
BV32Tree();
BV32Tree(SourceMesh* meshInterface, const PxBounds3& localBounds);
~BV32Tree();
bool refit(const float epsilon);
bool load(PxInputStream& stream, bool mismatch);
void createSOAformatNode(BV32DataPacked& packedData, const BV32Data& node, const PxU32 childOffset, PxU32& currentIndex, PxU32& nbPackedNodes);
void reset();
void operator = (BV32Tree& v);
bool init(SourceMeshBase* meshInterface, const PxBounds3& localBounds);
void release();
SourceMeshBase* mMeshInterface;
LocalBounds mLocalBounds;
PxU32 mNbNodes;
BV32Data* mNodes;
BV32DataPacked* mPackedNodes;
PxU32 mNbPackedNodes;
PxU32* mRemapPackedNodeIndexWithDepth;
BV32DataDepthInfo* mTreeDepthInfo;
PxU32 mMaxTreeDepth;
PxU32 mInitData;
bool mUserAllocated; // PT: please keep these 4 bytes right after mCenterOrMinCoeff/mExtentsOrMaxCoeff for safe V4 loading
bool mPadding[2];
};
} // namespace Gu
}
#endif // GU_BV32_H