#ifndef B3_QUANTIZED_BVH_NODE_H #define B3_QUANTIZED_BVH_NODE_H #include "Bullet3Common/shared/b3Float4.h" #define B3_MAX_NUM_PARTS_IN_BITS 10 ///b3QuantizedBvhNodeData is a compressed aabb node, 16 bytes. ///Node can be used for leafnode or internal node. Leafnodes can point to 32-bit triangle index (non-negative range). typedef struct b3QuantizedBvhNodeData b3QuantizedBvhNodeData_t; struct b3QuantizedBvhNodeData { //12 bytes unsigned short int m_quantizedAabbMin[3]; unsigned short int m_quantizedAabbMax[3]; //4 bytes int m_escapeIndexOrTriangleIndex; }; inline int b3GetTriangleIndex(const b3QuantizedBvhNodeData* rootNode) { unsigned int x=0; unsigned int y = (~(x&0))<<(31-B3_MAX_NUM_PARTS_IN_BITS); // Get only the lower bits where the triangle index is stored return (rootNode->m_escapeIndexOrTriangleIndex&~(y)); } inline int b3IsLeaf(const b3QuantizedBvhNodeData* rootNode) { //skipindex is negative (internal node), triangleindex >=0 (leafnode) return (rootNode->m_escapeIndexOrTriangleIndex >= 0)? 1 : 0; } inline int b3GetEscapeIndex(const b3QuantizedBvhNodeData* rootNode) { return -rootNode->m_escapeIndexOrTriangleIndex; } inline void b3QuantizeWithClamp(unsigned short* out, b3Float4ConstArg point2,int isMax, b3Float4ConstArg bvhAabbMin, b3Float4ConstArg bvhAabbMax, b3Float4ConstArg bvhQuantization) { b3Float4 clampedPoint = b3MaxFloat4(point2,bvhAabbMin); clampedPoint = b3MinFloat4 (clampedPoint, bvhAabbMax); b3Float4 v = (clampedPoint - bvhAabbMin) * bvhQuantization; if (isMax) { out[0] = (unsigned short) (((unsigned short)(v.x+1.f) | 1)); out[1] = (unsigned short) (((unsigned short)(v.y+1.f) | 1)); out[2] = (unsigned short) (((unsigned short)(v.z+1.f) | 1)); } else { out[0] = (unsigned short) (((unsigned short)(v.x) & 0xfffe)); out[1] = (unsigned short) (((unsigned short)(v.y) & 0xfffe)); out[2] = (unsigned short) (((unsigned short)(v.z) & 0xfffe)); } } inline int b3TestQuantizedAabbAgainstQuantizedAabbSlow( const unsigned short int* aabbMin1, const unsigned short int* aabbMax1, const unsigned short int* aabbMin2, const unsigned short int* aabbMax2) { //int overlap = 1; if (aabbMin1[0] > aabbMax2[0]) return 0; if (aabbMax1[0] < aabbMin2[0]) return 0; if (aabbMin1[1] > aabbMax2[1]) return 0; if (aabbMax1[1] < aabbMin2[1]) return 0; if (aabbMin1[2] > aabbMax2[2]) return 0; if (aabbMax1[2] < aabbMin2[2]) return 0; return 1; //overlap = ((aabbMin1[0] > aabbMax2[0]) || (aabbMax1[0] < aabbMin2[0])) ? 0 : overlap; //overlap = ((aabbMin1[2] > aabbMax2[2]) || (aabbMax1[2] < aabbMin2[2])) ? 0 : overlap; //overlap = ((aabbMin1[1] > aabbMax2[1]) || (aabbMax1[1] < aabbMin2[1])) ? 0 : overlap; //return overlap; } #endif //B3_QUANTIZED_BVH_NODE_H