godot/thirdparty/embree/kernels/bvh/bvh_collider.h

73 lines
2.2 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "bvh.h"
#include "../geometry/trianglev.h"
#include "../geometry/object.h"
namespace embree
{
namespace isa
{
template<int N>
class BVHNCollider
{
typedef BVHN<N> BVH;
typedef typename BVH::NodeRef NodeRef;
typedef typename BVH::AABBNode AABBNode;
struct CollideJob
{
CollideJob () {}
CollideJob (NodeRef ref0, const BBox3fa& bounds0, size_t depth0,
NodeRef ref1, const BBox3fa& bounds1, size_t depth1)
: ref0(ref0), bounds0(bounds0), depth0(depth0), ref1(ref1), bounds1(bounds1), depth1(depth1) {}
NodeRef ref0;
BBox3fa bounds0;
size_t depth0;
NodeRef ref1;
BBox3fa bounds1;
size_t depth1;
};
typedef vector_t<CollideJob, aligned_allocator<CollideJob,16>> jobvector;
void split(const CollideJob& job, jobvector& jobs);
public:
__forceinline BVHNCollider (Scene* scene0, Scene* scene1, RTCCollideFunc callback, void* userPtr)
: scene0(scene0), scene1(scene1), callback(callback), userPtr(userPtr) {}
public:
virtual void processLeaf(NodeRef leaf0, NodeRef leaf1) = 0;
void collide_recurse(NodeRef node0, const BBox3fa& bounds0, NodeRef node1, const BBox3fa& bounds1, size_t depth0, size_t depth1);
void collide_recurse_entry(NodeRef node0, const BBox3fa& bounds0, NodeRef node1, const BBox3fa& bounds1);
protected:
Scene* scene0;
Scene* scene1;
RTCCollideFunc callback;
void* userPtr;
};
template<int N>
class BVHNColliderUserGeom : public BVHNCollider<N>
{
typedef BVHN<N> BVH;
typedef typename BVH::NodeRef NodeRef;
typedef typename BVH::AABBNode AABBNode;
__forceinline BVHNColliderUserGeom (Scene* scene0, Scene* scene1, RTCCollideFunc callback, void* userPtr)
: BVHNCollider<N>(scene0,scene1,callback,userPtr) {}
virtual void processLeaf(NodeRef leaf0, NodeRef leaf1);
public:
static void collide(BVH* __restrict__ bvh0, BVH* __restrict__ bvh1, RTCCollideFunc callback, void* userPtr);
};
}
}