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// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
#pragma once
#include "core.h"
#include "maths.h"
#include <vector>
class AABBTree
{
AABBTree(const AABBTree&);
AABBTree& operator=(const AABBTree&);
public:
AABBTree(const Vec3* vertices, uint32_t numVerts, const uint32_t* indices, uint32_t numFaces);
bool TraceRaySlow(const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;
bool TraceRay(const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;
void DebugDraw();
Vector3 GetCenter() const { return (m_nodes[0].m_minExtents+m_nodes[0].m_maxExtents)*0.5f; }
Vector3 GetMinExtents() const { return m_nodes[0].m_minExtents; }
Vector3 GetMaxExtents() const { return m_nodes[0].m_maxExtents; }
#if _WIN32
// stats (reset each trace)
static uint32_t GetTraceDepth() { return s_traceDepth; }
#endif
private:
void DebugDrawRecursive(uint32_t nodeIndex, uint32_t depth);
struct Node
{
Node()
: m_numFaces(0)
, m_faces(NULL)
, m_minExtents(0.0f)
, m_maxExtents(0.0f)
{
}
union
{
uint32_t m_children;
uint32_t m_numFaces;
};
uint32_t* m_faces;
Vector3 m_minExtents;
Vector3 m_maxExtents;
};
struct Bounds
{
Bounds() : m_min(0.0f), m_max(0.0f)
{
}
Bounds(const Vector3& min, const Vector3& max) : m_min(min), m_max(max)
{
}
inline float GetVolume() const
{
Vector3 e = m_max-m_min;
return (e.x*e.y*e.z);
}
inline float GetSurfaceArea() const
{
Vector3 e = m_max-m_min;
return 2.0f*(e.x*e.y + e.x*e.z + e.y*e.z);
}
inline void Union(const Bounds& b)
{
m_min = Min(m_min, b.m_min);
m_max = Max(m_max, b.m_max);
}
Vector3 m_min;
Vector3 m_max;
};
typedef std::vector<uint32_t> IndexArray;
typedef std::vector<Vec3> PositionArray;
typedef std::vector<Node> NodeArray;
typedef std::vector<uint32_t> FaceArray;
typedef std::vector<Bounds> FaceBoundsArray;
// partition the objects and return the number of objects in the lower partition
uint32_t PartitionMedian(Node& n, uint32_t* faces, uint32_t numFaces);
uint32_t PartitionSAH(Node& n, uint32_t* faces, uint32_t numFaces);
void Build();
void BuildRecursive(uint32_t nodeIndex, uint32_t* faces, uint32_t numFaces);
void TraceRecursive(uint32_t nodeIndex, const Vec3& start, const Vector3& dir, float& outT, float& u, float& v, float& w, float& faceSign, uint32_t& faceIndex) const;
void CalculateFaceBounds(uint32_t* faces, uint32_t numFaces, Vector3& outMinExtents, Vector3& outMaxExtents);
uint32_t GetNumFaces() const { return m_numFaces; }
uint32_t GetNumNodes() const { return uint32_t(m_nodes.size()); }
// track the next free node
uint32_t m_freeNode;
const Vec3* m_vertices;
const uint32_t m_numVerts;
const uint32_t* m_indices;
const uint32_t m_numFaces;
FaceArray m_faces;
NodeArray m_nodes;
FaceBoundsArray m_faceBounds;
// stats
uint32_t m_treeDepth;
uint32_t m_innerNodes;
uint32_t m_leafNodes;
#if _WIN32
_declspec (thread) static uint32_t s_traceDepth;
#endif
};
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