Revision control
- //
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// modification, are permitted provided that the following conditions
// are met:
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// * Redistributions in binary form must reproduce the above copyright
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// 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
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//
- // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
+ // Copyright (c) 2008-2026 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_BV4_BUILD_H
#define GU_BV4_BUILD_H
#include "foundation/PxSimpleTypes.h"
- #include "GuBV4.h"
+ #include "foundation/PxUserAllocated.h"
+ #include "foundation/PxBounds3.h"
+ #include "GuBV4Settings.h"
namespace physx
{
namespace Gu
{
class BV4Tree;
- class SourceMesh;
-
- //! Contains AABB-tree build statistics
- // PT: TODO: this is a duplicate of the SQ structure (TA34704)
- struct BuildStats
- {
- BuildStats() : mCount(0), mTotalPrims(0) {}
-
- PxU32 mCount; //!< Number of nodes created
- PxU32 mTotalPrims; //!< Total accumulated number of primitives. Should be much higher than the source
- //!< number of prims, since it accumulates all prims covered by each node (i.e. internal
- //!< nodes too, not just leaf ones)
-
- PX_FORCE_INLINE void reset() { mCount = mTotalPrims = 0; }
-
- PX_FORCE_INLINE void setCount(PxU32 nb) { mCount=nb; }
- PX_FORCE_INLINE void increaseCount(PxU32 nb) { mCount+=nb; }
- PX_FORCE_INLINE PxU32 getCount() const { return mCount; }
- };
+ class SourceMeshBase;
// PT: TODO: refactor with SQ version (TA34704)
- class AABBTreeNode : public physx::shdfnd::UserAllocated
+ class AABBTreeNode : public physx::PxUserAllocated
{
public:
- PX_FORCE_INLINE AABBTreeNode() : mPos(0), mNodePrimitives(NULL), mNbPrimitives(0)
- {
- }
- PX_FORCE_INLINE ~AABBTreeNode()
- {
- mPos = 0;
- mNodePrimitives = NULL; // This was just a shortcut to the global list => no release
- mNbPrimitives = 0;
- }
+ PX_FORCE_INLINE AABBTreeNode() : mPos(0), mNodePrimitives(NULL), mNbPrimitives(0)
+ #ifdef GU_BV4_FILL_GAPS
+ , mNextSplit(0)
+ #endif
+ {
+ }
+ PX_FORCE_INLINE ~AABBTreeNode()
+ {
+ mPos = 0;
+ mNodePrimitives = NULL; // This was just a shortcut to the global list => no release
+ mNbPrimitives = 0;
+ }
// Data access
- PX_FORCE_INLINE const PxBounds3& getAABB() const { return mBV; }
+ PX_FORCE_INLINE const PxBounds3& getAABB() const { return mBV; }
- PX_FORCE_INLINE const AABBTreeNode* getPos() const { return reinterpret_cast<const AABBTreeNode*>(mPos); }
- PX_FORCE_INLINE const AABBTreeNode* getNeg() const { const AABBTreeNode* P = getPos(); return P ? P+1 : NULL; }
+ PX_FORCE_INLINE const AABBTreeNode* getPos() const { return reinterpret_cast<const AABBTreeNode*>(mPos); }
+ PX_FORCE_INLINE const AABBTreeNode* getNeg() const { const AABBTreeNode* P = getPos(); return P ? P+1 : NULL; }
- PX_FORCE_INLINE bool isLeaf() const { return !getPos(); }
+ PX_FORCE_INLINE bool isLeaf() const { return !getPos(); }
- PxBounds3 mBV; // Global bounding-volume enclosing all the node-related primitives
- size_t mPos; // "Positive" & "Negative" children
+ PxBounds3 mBV; // Global bounding-volume enclosing all the node-related primitives
+ size_t mPos; // "Positive" & "Negative" children
// Data access
- PX_FORCE_INLINE const PxU32* getPrimitives() const { return mNodePrimitives; }
- PX_FORCE_INLINE PxU32 getNbPrimitives() const { return mNbPrimitives; }
-
- PxU32* mNodePrimitives; //!< Node-related primitives (shortcut to a position in mIndices below)
- PxU32 mNbPrimitives; //!< Number of primitives for this node
+ PX_FORCE_INLINE const PxU32* getPrimitives() const { return mNodePrimitives; }
+ PX_FORCE_INLINE PxU32 getNbPrimitives() const { return mNbPrimitives; }
+
+ PxU32* mNodePrimitives; //!< Node-related primitives (shortcut to a position in mIndices below)
+ PxU32 mNbPrimitives; //!< Number of primitives for this node
+ #ifdef GU_BV4_FILL_GAPS
+ PxU32 mNextSplit;
+ #endif
};
- typedef bool (*WalkingCallback) (const AABBTreeNode* current, PxU32 depth, void* userData);
+ typedef bool (*WalkingCallback) (const AABBTreeNode* current, PxU32 depth, void* userData);
+ typedef bool (*WalkingDistanceCallback) (const AABBTreeNode* current, void* userData);
+
+ enum BV4_BuildStrategy
+ {
+ BV4_SPLATTER_POINTS,
+ BV4_SPLATTER_POINTS_SPLIT_GEOM_CENTER,
+ BV4_SAH
+ };
// PT: TODO: refactor with SQ version (TA34704)
- class AABBTree : public physx::shdfnd::UserAllocated
+ class BV4_AABBTree : public physx::PxUserAllocated
{
public:
- AABBTree();
- ~AABBTree();
+ BV4_AABBTree();
+ ~BV4_AABBTree();
- bool buildFromMesh(SourceMesh& mesh, PxU32 limit);
+ bool buildFromMesh(SourceMeshBase& mesh, PxU32 limit, BV4_BuildStrategy strategy=BV4_SPLATTER_POINTS);
void release();
PX_FORCE_INLINE const PxU32* getIndices() const { return mIndices; } //!< Catch the indices
PX_FORCE_INLINE PxU32 getNbNodes() const { return mTotalNbNodes; } //!< Catch the number of nodes
PX_FORCE_INLINE const PxU32* getPrimitives() const { return mPool->mNodePrimitives; }
PX_FORCE_INLINE PxU32 getNbPrimitives() const { return mPool->mNbPrimitives; }
PX_FORCE_INLINE const AABBTreeNode* getNodes() const { return mPool; }
PX_FORCE_INLINE const PxBounds3& getBV() const { return mPool->mBV; }
PxU32 walk(WalkingCallback callback, void* userData) const;
+ PxU32 walkDistance(WalkingCallback callback, WalkingDistanceCallback distancCallback, void* userData) const;
private:
PxU32* mIndices; //!< Indices in the app list. Indices are reorganized during build (permutation).
AABBTreeNode* mPool; //!< Linear pool of nodes for complete trees. Null otherwise. [Opcode 1.3]
PxU32 mTotalNbNodes; //!< Number of nodes in the tree.
};
- PX_PHYSX_COMMON_API bool BuildBV4Ex(BV4Tree& tree, SourceMesh& mesh, float epsilon, PxU32 nbTrisPerLeaf);
+ bool buildBV4Ex(BV4Tree& tree, SourceMeshBase& mesh, float epsilon, PxU32 nbPrimitivePerLeaf, bool quantized, BV4_BuildStrategy strategy=BV4_SPLATTER_POINTS);
} // namespace Gu
}
#endif // GU_BV4_BUILD_H