Projekt_Grafika/dependencies/physx-4.1/source/geomutils/src/GuAABBTreeBuild.h

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//
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// contributors may be used to endorse or promote products derived
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// Copyright (c) 2008-2019 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 SQ_AABBTREE_BUILD_H
#define SQ_AABBTREE_BUILD_H
#include "foundation/PxMemory.h"
#include "foundation/PxBounds3.h"
#include "common/PxPhysXCommonConfig.h"
#include "CmPhysXCommon.h"
#include "PsUserAllocated.h"
#include "PsVecMath.h"
#include "PsArray.h"
namespace physx
{
using namespace shdfnd::aos;
namespace Gu
{
#if PX_VC
#pragma warning(push)
#pragma warning( disable : 4251 ) // class needs to have dll-interface to be used by clients of class
#endif
//! Contains AABB-tree build statistics
struct PX_PHYSX_COMMON_API 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; }
};
//! Contains AABB-tree build parameters
class PX_PHYSX_COMMON_API AABBTreeBuildParams : public Ps::UserAllocated
{
public:
AABBTreeBuildParams(PxU32 limit = 1, PxU32 nb_prims = 0, const PxBounds3* boxes = NULL) :
mLimit(limit), mNbPrimitives(nb_prims), mAABBArray(boxes), mCache(NULL) {}
~AABBTreeBuildParams()
{
reset();
}
PX_FORCE_INLINE void reset()
{
mLimit = mNbPrimitives = 0;
mAABBArray = NULL;
PX_FREE_AND_RESET(mCache);
}
PxU32 mLimit; //!< Limit number of primitives / node. If limit is 1, build a complete tree (2*N-1 nodes)
PxU32 mNbPrimitives; //!< Number of (source) primitives.
const PxBounds3* mAABBArray; //!< Shortcut to an app-controlled array of AABBs.
PxVec3* mCache; //!< Cache for AABB centers - managed by build code.
};
class NodeAllocator;
//! AABB tree node used for building
class PX_PHYSX_COMMON_API AABBTreeBuildNode : public Ps::UserAllocated
{
public:
PX_FORCE_INLINE AABBTreeBuildNode() {}
PX_FORCE_INLINE ~AABBTreeBuildNode() {}
PX_FORCE_INLINE const PxBounds3& getAABB() const { return mBV; }
PX_FORCE_INLINE const AABBTreeBuildNode* getPos() const { return mPos; }
PX_FORCE_INLINE const AABBTreeBuildNode* getNeg() const { const AABBTreeBuildNode* P = mPos; return P ? P + 1 : NULL; }
PX_FORCE_INLINE bool isLeaf() const { return !getPos(); }
PxBounds3 mBV; //!< Global bounding-volume enclosing all the node-related primitives
const AABBTreeBuildNode* mPos; //!< "Positive" & "Negative" children
PxU32 mNodeIndex; //!< Index of node-related primitives (in the tree's mIndices array)
PxU32 mNbPrimitives; //!< Number of primitives for this node
// Data access
PX_FORCE_INLINE PxU32 getNbPrimitives() const { return mNbPrimitives; }
PX_FORCE_INLINE PxU32 getNbRuntimePrimitives() const { return mNbPrimitives; }
PX_FORCE_INLINE void setNbRunTimePrimitives(PxU32 val) { mNbPrimitives = val; }
PX_FORCE_INLINE const PxU32* getPrimitives(const PxU32* base) const { return base + mNodeIndex; }
PX_FORCE_INLINE PxU32* getPrimitives(PxU32* base) { return base + mNodeIndex; }
// Internal methods
void subdivide(const AABBTreeBuildParams& params, BuildStats& stats, NodeAllocator& allocator, PxU32* const indices);
void _buildHierarchy(AABBTreeBuildParams& params, BuildStats& stats, NodeAllocator& allocator, PxU32* const indices);
};
//! For complete trees we can predict the final number of nodes and preallocate them. For incomplete trees we can't.
//! But we don't want to allocate nodes one by one (which would be quite slow), so we use this helper class to
//! allocate N nodes at once, while minimizing the amount of nodes allocated for nothing. An initial amount of
//! nodes is estimated using the max number for a complete tree, and the user-defined number of primitives per leaf.
//! In ideal cases this estimated number will be quite close to the final number of nodes. When that number is not
//! enough though, slabs of N=1024 extra nodes are allocated until the build is complete.
class PX_PHYSX_COMMON_API NodeAllocator : public Ps::UserAllocated
{
public:
NodeAllocator();
~NodeAllocator();
void release();
void init(PxU32 nbPrimitives, PxU32 limit);
AABBTreeBuildNode* getBiNode();
AABBTreeBuildNode* mPool;
struct Slab
{
PX_FORCE_INLINE Slab() {}
PX_FORCE_INLINE Slab(AABBTreeBuildNode* pool, PxU32 nbUsedNodes, PxU32 maxNbNodes) : mPool(pool), mNbUsedNodes(nbUsedNodes), mMaxNbNodes(maxNbNodes) {}
AABBTreeBuildNode* mPool;
PxU32 mNbUsedNodes;
PxU32 mMaxNbNodes;
};
Ps::Array<Slab> mSlabs;
PxU32 mCurrentSlabIndex;
PxU32 mTotalNbNodes;
};
/*
* \brief Initialize AABBtree build from given parameters.
* \param params [in] AABBTree build params
* \param nodeAllocator [in] Node allocator
* \param stats [out] Statistics
* \param indices [out] Indices buffer allocated during build
*/
bool PX_PHYSX_COMMON_API initAABBTreeBuild(AABBTreeBuildParams& params, NodeAllocator& nodeAllocator, BuildStats& stats, PxU32*& indices);
/*
* \brief Builds AABBtree from given parameters.
* \note Initialize will be called!
* \param params [in] AABBTree build params
* \param nodeAllocator [in] Node allocator
* \param stats [out] Statistics
* \param indices [out] Indices buffer allocated during build
*/
bool PX_PHYSX_COMMON_API buildAABBTree(AABBTreeBuildParams& params, NodeAllocator& nodeAllocator, BuildStats& stats, PxU32*& indices);
#if PX_VC
#pragma warning(pop)
#endif
} // namespace Sq
}
#endif // SQ_AABBTREE_H