32#include "foundation/PxSimpleTypes.h"
33#include "foundation/PxUserAllocated.h"
34#include "foundation/PxBounds3.h"
35#include "GuBV4Settings.h"
49#ifdef GU_BV4_FILL_GAPS
77#ifdef GU_BV4_FILL_GAPS
82 typedef bool (*WalkingCallback) (
const AABBTreeNode* current, PxU32 depth,
void* userData);
83 typedef bool (*WalkingDistanceCallback) (
const AABBTreeNode* current,
void* userData);
85 enum BV4_BuildStrategy
88 BV4_SPLATTER_POINTS_SPLIT_GEOM_CENTER,
99 bool buildFromMesh(
SourceMeshBase& mesh, PxU32 limit, BV4_BuildStrategy strategy=BV4_SPLATTER_POINTS);
110 PxU32 walk(WalkingCallback callback,
void* userData)
const;
111 PxU32 walkDistance(WalkingCallback callback, WalkingDistanceCallback distancCallback,
void* userData)
const;
118 bool BuildBV4Ex(BV4Tree& tree, SourceMeshBase& mesh,
float epsilon, PxU32 nbPrimitivePerLeaf,
bool quantized, BV4_BuildStrategy strategy=BV4_SPLATTER_POINTS);
Definition GuBV4Build.h:46
PxU32 * mNodePrimitives
Node-related primitives (shortcut to a position in mIndices below)
Definition GuBV4Build.h:75
PxU32 mNbPrimitives
Number of primitives for this node.
Definition GuBV4Build.h:76
Definition GuBV4Build.h:94
PX_FORCE_INLINE const PxU32 * getIndices() const
Catch the indices.
Definition GuBV4Build.h:102
PX_FORCE_INLINE PxU32 getNbNodes() const
Catch the number of nodes.
Definition GuBV4Build.h:103
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