RavEngine
Loading...
Searching...
No Matches
GuAABBTreeNode.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef GU_AABBTREE_NODE_H
30#define GU_AABBTREE_NODE_H
31
32#include "common/PxPhysXCommonConfig.h"
33#include "foundation/PxBounds3.h"
34#include "foundation/PxVecMath.h"
35#include "foundation/PxUserAllocated.h"
36
37namespace physx
38{
39using namespace aos;
40
41namespace Gu
42{
43 struct BVHNode : public PxUserAllocated
44 {
45 public:
48
49 PX_FORCE_INLINE PxU32 isLeaf() const { return mData&1; }
50 PX_FORCE_INLINE const PxU32* getPrimitives(const PxU32* base) const { return base + (mData>>5); }
51 PX_FORCE_INLINE PxU32* getPrimitives(PxU32* base) { return base + (mData>>5); }
52 PX_FORCE_INLINE PxU32 getPrimitiveIndex() const { return mData>>5; }
53 PX_FORCE_INLINE PxU32 getNbPrimitives() const { return (mData>>1)&15; }
54 PX_FORCE_INLINE PxU32 getPosIndex() const { return mData>>1; }
55 PX_FORCE_INLINE PxU32 getNegIndex() const { return (mData>>1) + 1; }
56 PX_FORCE_INLINE const BVHNode* getPos(const BVHNode* base) const { return base + (mData>>1); }
57 PX_FORCE_INLINE const BVHNode* getNeg(const BVHNode* base) const { const BVHNode* P = getPos(base); return P ? P+1 : NULL; }
58 PX_FORCE_INLINE BVHNode* getPos(BVHNode* base) { return base + (mData >> 1); }
59 PX_FORCE_INLINE BVHNode* getNeg(BVHNode* base) { BVHNode* P = getPos(base); return P ? P + 1 : NULL; }
60
61 PX_FORCE_INLINE PxU32 getNbRuntimePrimitives() const { return (mData>>1)&15; }
62 PX_FORCE_INLINE void setNbRunTimePrimitives(PxU32 val)
63 {
64 PX_ASSERT(val<16);
65 PxU32 data = mData & ~(15<<1);
66 data |= val<<1;
67 mData = data;
68 }
69
70 PX_FORCE_INLINE void getAABBCenterExtentsV(Vec3V* center, Vec3V* extents) const
71 {
72 const Vec4V minV = V4LoadU(&mBV.minimum.x);
73 const Vec4V maxV = V4LoadU(&mBV.maximum.x);
74
75 const float half = 0.5f;
76 const FloatV halfV = FLoad(half);
77
78 *extents = Vec3V_From_Vec4V(V4Scale(V4Sub(maxV, minV), halfV));
79 *center = Vec3V_From_Vec4V(V4Scale(V4Add(maxV, minV), halfV));
80 }
81
82 PX_FORCE_INLINE void getAABBCenterExtentsV2(Vec3V* center, Vec3V* extents) const
83 {
84 const Vec4V minV = V4LoadU(&mBV.minimum.x);
85 const Vec4V maxV = V4LoadU(&mBV.maximum.x);
86
87 *extents = Vec3V_From_Vec4V(V4Sub(maxV, minV));
88 *center = Vec3V_From_Vec4V(V4Add(maxV, minV));
89 }
90
91 PxBounds3 mBV; // Global bounding-volume enclosing all the node-related primitives
92 PxU32 mData; // 27 bits node or prim index|4 bits #prims|1 bit leaf
93 };
94
95} // namespace Gu
96}
97
98#endif // GU_AABBTREE_NODE_H
Class representing 3D range or axis aligned bounding box.
Definition PxBounds3.h:58
Definition PxUserAllocated.h:43
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition GuAABBTreeNode.h:44
Definition PxVecMathAoSScalar.h:52
Definition PxVecMathAoSScalar.h:77
Definition PxVecMathAoSScalar.h:65