270 lines
14 KiB
C
270 lines
14 KiB
C
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef SQ_AABB_PRUNER_H
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#define SQ_AABB_PRUNER_H
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#include "SqPruningPool.h"
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#include "SqExtendedBucketPruner.h"
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#include "SqAABBTreeUpdateMap.h"
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#include "SqAABBTree.h"
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namespace physx
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{
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namespace Sq
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{
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// PT: we build the new tree over a number of frames/states, in order to limit perf spikes in 'updatePruningTrees'.
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// The states are as follows:
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//
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// BUILD_NOT_STARTED (1 frame, AABBPruner):
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//
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// This is the initial state, before the new (AABBTree) build even starts. In this frame/state, we perform the AABBPruner-related
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// memory allocations:
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// - the new AABB tree is allocated
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// - the array of cached bounding boxes is allocated and filled
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//
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// BUILD_INIT (1 frame, AABBTree):
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//
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// This is the first frame in which the new tree gets built. It deserves its own special state since various things happen in the
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// first frame, that do no happen in subsequent frames. Basically most initial AABBTree-related allocations happen here (but no
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// build step per se).
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//
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// BUILD_IN_PROGRESS (N frames, AABBTree):
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//
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// This is the core build function, actually building the tree. This should be mostly allocation-free, except here and there when
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// building non-complete trees, and during the last call when the tree is finally built.
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//
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// BUILD_NEW_MAPPING (1 frame, AABBPruner):
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//
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// After the new AABBTree is built, we recreate an AABBTreeUpdateMap for the new tree, and use it to invalidate nodes whose objects
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// have been removed during the build.
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//
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// We need to do that before doing a full refit in the next stage/frame. If we don't do that, the refit code will fetch a wrong box,
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// that may very well belong to an entirely new object.
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//
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// Note that this mapping/update map (mNewTreeMap) is temporary, and only needed for the next stage.
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//
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// BUILD_FULL_REFIT (1 frame, AABBPruner):
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//
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// Once the new update map is available, we fully refit the new tree. AABBs of moved objects get updated. AABBs of removed objects
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// become empty.
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//
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// BUILD_LAST_FRAME (1 frame, AABBPruner):
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//
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// This is an artificial frame used to delay the tree switching code. The switch happens as soon as we reach the BUILD_FINISHED
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// state, but we don't want to execute BUILD_FULL_REFIT and the switch in the same frame. This extra BUILD_LAST_FRAME stage buys
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// us one frame, i.e. we have one frame in which we do BUILD_FULL_REFIT, and in the next frame we'll do both BUILD_LAST_FRAME /
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// BUILD_FINISHED / the switch.
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//
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// BUILD_FINISHED (1 frame, AABBPruner):
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//
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// Several things happen in this 'finalization' frame/stage:
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// - We switch the trees (old one is deleted, cached boxes are deleted, new tree pointer is setup)
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// - A new (final) update map is created (mTreeMap). The map is used to invalidate objects that may have been removed during
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// the BUILD_NEW_MAPPING and BUILD_FULL_REFIT frames. The nodes containing these removed objects are marked for refit.
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// - Nodes containing objects that have moved during the BUILD_NEW_MAPPING and BUILD_FULL_REFIT frames are marked for refit.
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// - We do a partial refit on the new tree, to take these final changes into account. This small partial refit is usually much
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// cheaper than the full refit we previously performed here.
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// - We remove old objects from the bucket pruner
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//
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enum BuildStatus
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{
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BUILD_NOT_STARTED,
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BUILD_INIT,
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BUILD_IN_PROGRESS,
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BUILD_NEW_MAPPING,
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BUILD_FULL_REFIT,
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BUILD_LAST_FRAME,
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BUILD_FINISHED,
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BUILD_FORCE_DWORD = 0xffffffff
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};
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// This class implements the Pruner interface for internal SQ use with some additional specialized functions
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// The underlying data structure is a binary AABB tree
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// AABBPruner supports insertions, removals and updates for dynamic objects
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// The tree is either entirely rebuilt in a single frame (static pruner) or progressively rebuilt over multiple frames (dynamic pruner)
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// The rebuild happens on a copy of the tree
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// the copy is then swapped with current tree at the time commit() is called (only if mBuildState is BUILD_FINISHED),
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// otherwise commit() will perform a refit operation applying any pending changes to the current tree
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// While the tree is being rebuilt a temporary data structure (BucketPruner) is also kept in sync and used to speed up
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// queries on updated objects that are not yet in either old or new tree.
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// The requirements on the order of calls:
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// commit() is required to be called before any queries to apply modifications
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// queries can be issued on multiple threads after commit is called
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// commit, buildStep, add/remove/update have to be called from the same thread or otherwise strictly serialized by external code
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// and cannot be issued while a query is running
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class AABBPruner : public IncrementalPruner
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{
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public:
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AABBPruner(bool incrementalRebuild, PxU64 contextID); // true is equivalent to former dynamic pruner
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virtual ~AABBPruner();
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// Pruner
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virtual bool addObjects(PrunerHandle* results, const PxBounds3* bounds, const PrunerPayload* userData, PxU32 count, bool hasPruningStructure);
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virtual void removeObjects(const PrunerHandle* handles, PxU32 count);
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virtual void updateObjectsAfterManualBoundsUpdates(const PrunerHandle* handles, PxU32 count);
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virtual void updateObjectsAndInflateBounds(const PrunerHandle* handles, const PxU32* indices, const PxBounds3* newBounds, PxU32 count);
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virtual void commit();
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virtual PxAgain raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal& inOutDistance, PrunerCallback&) const;
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virtual PxAgain overlap(const Gu::ShapeData& queryVolume, PrunerCallback&) const;
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virtual PxAgain sweep(const Gu::ShapeData& queryVolume, const PxVec3& unitDir, PxReal& inOutDistance, PrunerCallback&) const;
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virtual const PrunerPayload& getPayload(PrunerHandle handle) const { return mPool.getPayload(handle); }
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virtual const PrunerPayload& getPayload(PrunerHandle handle, PxBounds3*& bounds) const { return mPool.getPayload(handle, bounds); }
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virtual void preallocate(PxU32 entries) { mPool.preallocate(entries); }
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virtual void shiftOrigin(const PxVec3& shift);
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virtual void visualize(Cm::RenderOutput& out, PxU32 color) const;
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virtual void merge(const void* mergeParams);
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//~Pruner
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// IncrementalPruner
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virtual void purge(); // gets rid of internal accel struct
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virtual void setRebuildRateHint(PxU32 nbStepsForRebuild); // Besides the actual rebuild steps, 3 additional steps are needed.
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virtual bool buildStep(bool synchronousCall = true); // returns true if finished
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virtual bool prepareBuild(); // returns true if new tree is needed
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//~IncrementalPruner
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// direct access for test code
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PX_FORCE_INLINE PxU32 getNbAddedObjects() const { return mBucketPruner.getNbObjects(); }
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PX_FORCE_INLINE const Sq::AABBTree* getAABBTree() const { PX_ASSERT(!mUncommittedChanges); return mAABBTree; }
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PX_FORCE_INLINE Sq::AABBTree* getAABBTree() { PX_ASSERT(!mUncommittedChanges); return mAABBTree; }
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PX_FORCE_INLINE void setAABBTree(Sq::AABBTree* tree) { mAABBTree = tree; }
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PX_FORCE_INLINE const Sq::AABBTree* hasAABBTree() const { return mAABBTree; }
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PX_FORCE_INLINE BuildStatus getBuildStatus() const { return mProgress; }
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// local functions
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// private:
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Sq::AABBTree* mAABBTree; // current active tree
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Gu::AABBTreeBuildParams mBuilder; // this class deals with the details of the actual tree building
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Gu::BuildStats mBuildStats;
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// tree with build in progress, assigned to mAABBTree in commit, when mProgress is BUILD_FINISHED
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// created in buildStep(), BUILD_NOT_STARTED
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// This is non-null when there is a tree rebuild going on in progress
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// and thus also indicates that we have to start saving the fixups
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Sq::AABBTree* mNewTree;
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// during rebuild the pool might change so we need a copy of boxes for the tree build
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PxBounds3* mCachedBoxes;
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PxU32 mNbCachedBoxes;
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// incremented in commit(), serves as a progress counter for rebuild
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PxU32 mNbCalls;
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// PT: incremented each time we start building a new tree (i.e. effectively identifies a given tree)
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// Timestamp is passed to bucket pruner to mark objects added there, linking them to a specific tree.
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// When switching to the new tree, timestamp is used to remove old objects (now in the new tree) from
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// the bucket pruner.
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PxU32 mTimeStamp;
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// this pruner is used for queries on objects that are not in the current tree yet
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// includes both the objects in the tree being rebuilt and all the objects added later
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ExtendedBucketPruner mBucketPruner;
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BuildStatus mProgress; // current state of second tree build progress
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// Fraction (as in 1/Nth) of the total number of primitives
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// that should be processed per step by the AABB builder
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// so if this value is 1, all primitives will be rebuilt, 2 => 1/2 of primitives per step etc.
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// see also mNbCalls, mNbCalls varies from 0 to mRebuildRateHint-1
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PxU32 mRebuildRateHint;
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// Estimate for how much work has to be done to rebuild the tree.
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PxU32 mTotalWorkUnits;
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// Term to correct the work unit estimate if the rebuild rate is not matched
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PxI32 mAdaptiveRebuildTerm;
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PruningPool mPool; // Pool of AABBs
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// maps pruning pool indices to aabb tree indices
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// maps to INVALID_NODE_ID if the pool entry was removed or "pool index is outside input domain"
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// The map is the inverse of the tree mapping: (node[map[poolID]].primitive == poolID)
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// So:
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// treeNodeIndex = mTreeMap.operator[](poolIndex)
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// aabbTree->treeNodes[treeNodeIndex].primitives[0] == poolIndex
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AABBTreeUpdateMap mTreeMap;
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// Temporary update map, see BuildStatus notes above for details
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AABBTreeUpdateMap mNewTreeMap;
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// This is only set once in the constructor and is equivalent to isDynamicTree
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// if it set to false then a 1-shot rebuild is performed in commit()
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// bucket pruner is only used with incremental rebuild
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bool mIncrementalRebuild;
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// A rebuild can be triggered even when the Pruner is not dirty
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// mUncommittedChanges is set to true in add, remove, update and buildStep
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// mUncommittedChanges is set to false in commit
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// mUncommittedChanges has to be false (commit() has to be called) in order to run a query as defined by the
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// mUncommittedChanges is not set to true in add, when pruning structure is provided. Scene query shapes
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// are merged to current AABB tree directly
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// Pruner higher level API
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bool mUncommittedChanges;
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// A new AABB tree is built if an object was added, removed or updated
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// Changing objects during a build will trigger another rebuild right afterwards
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// this is set to true if a new tree has to be created again after the current rebuild is done
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bool mNeedsNewTree;
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// This struct is used to record modifications made to the pruner state
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// while a tree is building in the background
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// this is so we can apply the modifications to the tree at the time of completion
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// the recorded fixup information is: removedIndex (in ::remove()) and
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// lastIndexMoved which is the last index in the pruner array
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// (since the way we remove from PruningPool is by swapping last into removed slot,
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// we need to apply a fixup so that it syncs up that operation in the new tree)
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struct NewTreeFixup
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{
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PX_FORCE_INLINE NewTreeFixup(PxU32 removedIndex_, PxU32 relocatedLastIndex_)
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: removedIndex(removedIndex_), relocatedLastIndex(relocatedLastIndex_) {}
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PxU32 removedIndex;
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PxU32 relocatedLastIndex;
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};
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Ps::Array<NewTreeFixup> mNewTreeFixups;
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Ps::Array<PoolIndex> mToRefit;
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PxU64 mContextID;
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// Internal methods
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bool fullRebuildAABBTree(); // full rebuild function, used with static pruner mode
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void release();
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void refitUpdatedAndRemoved();
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void updateBucketPruner();
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PxBounds3 getAABB(PrunerHandle h);
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};
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} // namespace Sq
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}
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#endif // SQ_AABB_PRUNER_H
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