140 lines
3.8 KiB
C++
140 lines
3.8 KiB
C++
// 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) 2008-2023 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 PX_BVH_DESC_H
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#define PX_BVH_DESC_H
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/** \addtogroup cooking
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@{
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*/
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#include "common/PxCoreUtilityTypes.h"
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#include "foundation/PxTransform.h"
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#include "foundation/PxBounds3.h"
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#include "geometry/PxBVHBuildStrategy.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief Descriptor class for #PxBVH.
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@see PxBVH
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*/
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class PxBVHDesc
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{
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public:
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PX_INLINE PxBVHDesc();
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/**
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\brief Pointer to first bounding box.
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*/
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PxBoundedData bounds;
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/**
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\brief Bounds enlargement
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Passed bounds are slightly enlarged before creating the BVH. This is done to avoid numerical issues when
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e.g. raycasts just graze the bounds. The performed operation is:
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extents = (bounds.maximum - bounds.minimum)/2
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enlagedBounds.minimum = passedBounds.minium - extents * enlargement
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enlagedBounds.maximum = passedBounds.maxium + extents * enlargement
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Users can pass pre-enlarged bounds to the BVH builder, in which case just set the enlargement value to zero.
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<b>Default value:</b> 0.01
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*/
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float enlargement;
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/**
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\brief Max primitives per leaf limit.
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<b>Range:</b> [0, 16)<br>
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<b>Default value:</b> 4
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*/
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PxU32 numPrimsPerLeaf;
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/**
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\brief Desired build strategy for the BVH
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<b>Default value:</b> eDEFAULT
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*/
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PxBVHBuildStrategy::Enum buildStrategy;
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/**
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\brief Initialize the BVH descriptor
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*/
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PX_INLINE void setToDefault();
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/**
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\brief Returns true if the descriptor is valid.
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\return true if the current settings are valid.
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*/
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PX_INLINE bool isValid() const;
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protected:
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};
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PX_INLINE PxBVHDesc::PxBVHDesc() : enlargement(0.01f), numPrimsPerLeaf(4), buildStrategy(PxBVHBuildStrategy::eDEFAULT)
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{
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}
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PX_INLINE void PxBVHDesc::setToDefault()
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{
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*this = PxBVHDesc();
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}
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PX_INLINE bool PxBVHDesc::isValid() const
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{
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// Check BVH desc data
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if(!bounds.data)
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return false;
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if(bounds.stride < sizeof(PxBounds3)) //should be at least one bounds' worth of data
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return false;
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if(bounds.count == 0)
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return false;
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if(enlargement<0.0f)
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return false;
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if(numPrimsPerLeaf>=16)
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return false;
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return true;
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}
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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