physxCAPI/physxCDLL/include/cooking/PxBVHDesc.h

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// 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
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 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 PX_BVH_DESC_H
#define PX_BVH_DESC_H
/** \addtogroup cooking
@{
*/
#include "common/PxCoreUtilityTypes.h"
#include "foundation/PxTransform.h"
#include "foundation/PxBounds3.h"
#include "geometry/PxBVHBuildStrategy.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Descriptor class for #PxBVH.
@see PxBVH
*/
class PxBVHDesc
{
public:
PX_INLINE PxBVHDesc();
/**
\brief Pointer to first bounding box.
*/
PxBoundedData bounds;
/**
\brief Bounds enlargement
Passed bounds are slightly enlarged before creating the BVH. This is done to avoid numerical issues when
e.g. raycasts just graze the bounds. The performed operation is:
extents = (bounds.maximum - bounds.minimum)/2
enlagedBounds.minimum = passedBounds.minium - extents * enlargement
enlagedBounds.maximum = passedBounds.maxium + extents * enlargement
Users can pass pre-enlarged bounds to the BVH builder, in which case just set the enlargement value to zero.
<b>Default value:</b> 0.01
*/
float enlargement;
/**
\brief Max primitives per leaf limit.
<b>Range:</b> [0, 16)<br>
<b>Default value:</b> 4
*/
PxU32 numPrimsPerLeaf;
/**
\brief Desired build strategy for the BVH
<b>Default value:</b> eDEFAULT
*/
PxBVHBuildStrategy::Enum buildStrategy;
/**
\brief Initialize the BVH descriptor
*/
PX_INLINE void setToDefault();
/**
\brief Returns true if the descriptor is valid.
\return true if the current settings are valid.
*/
PX_INLINE bool isValid() const;
protected:
};
PX_INLINE PxBVHDesc::PxBVHDesc() : enlargement(0.01f), numPrimsPerLeaf(4), buildStrategy(PxBVHBuildStrategy::eDEFAULT)
{
}
PX_INLINE void PxBVHDesc::setToDefault()
{
*this = PxBVHDesc();
}
PX_INLINE bool PxBVHDesc::isValid() const
{
// Check BVH desc data
if(!bounds.data)
return false;
if(bounds.stride < sizeof(PxBounds3)) //should be at least one bounds' worth of data
return false;
if(bounds.count == 0)
return false;
if(enlargement<0.0f)
return false;
if(numPrimsPerLeaf>=16)
return false;
return true;
}
/**
* @deprecated
*/
typedef PX_DEPRECATED PxBVHDesc PxBVHStructureDesc;
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#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif