1 | // Copyright 2009-2021 Intel Corporation |
2 | // SPDX-License-Identifier: Apache-2.0 |
3 | |
4 | #pragma once |
5 | |
6 | #include "bvh.h" |
7 | #include "../geometry/trianglev.h" |
8 | #include "../geometry/object.h" |
9 | |
10 | namespace embree |
11 | { |
12 | namespace isa |
13 | { |
14 | template<int N> |
15 | class BVHNCollider |
16 | { |
17 | typedef BVHN<N> BVH; |
18 | typedef typename BVH::NodeRef NodeRef; |
19 | typedef typename BVH::AABBNode AABBNode; |
20 | |
21 | struct CollideJob |
22 | { |
23 | CollideJob () {} |
24 | |
25 | CollideJob (NodeRef ref0, const BBox3fa& bounds0, size_t depth0, |
26 | NodeRef ref1, const BBox3fa& bounds1, size_t depth1) |
27 | : ref0(ref0), bounds0(bounds0), depth0(depth0), ref1(ref1), bounds1(bounds1), depth1(depth1) {} |
28 | |
29 | NodeRef ref0; |
30 | BBox3fa bounds0; |
31 | size_t depth0; |
32 | NodeRef ref1; |
33 | BBox3fa bounds1; |
34 | size_t depth1; |
35 | }; |
36 | |
37 | typedef vector_t<CollideJob, aligned_allocator<CollideJob,16>> jobvector; |
38 | |
39 | void split(const CollideJob& job, jobvector& jobs); |
40 | |
41 | public: |
42 | __forceinline BVHNCollider (Scene* scene0, Scene* scene1, RTCCollideFunc callback, void* userPtr) |
43 | : scene0(scene0), scene1(scene1), callback(callback), userPtr(userPtr) {} |
44 | |
45 | public: |
46 | virtual void processLeaf(NodeRef leaf0, NodeRef leaf1) = 0; |
47 | void collide_recurse(NodeRef node0, const BBox3fa& bounds0, NodeRef node1, const BBox3fa& bounds1, size_t depth0, size_t depth1); |
48 | void collide_recurse_entry(NodeRef node0, const BBox3fa& bounds0, NodeRef node1, const BBox3fa& bounds1); |
49 | |
50 | protected: |
51 | Scene* scene0; |
52 | Scene* scene1; |
53 | RTCCollideFunc callback; |
54 | void* userPtr; |
55 | }; |
56 | |
57 | template<int N> |
58 | class BVHNColliderUserGeom : public BVHNCollider<N> |
59 | { |
60 | typedef BVHN<N> BVH; |
61 | typedef typename BVH::NodeRef NodeRef; |
62 | typedef typename BVH::AABBNode AABBNode; |
63 | |
64 | __forceinline BVHNColliderUserGeom (Scene* scene0, Scene* scene1, RTCCollideFunc callback, void* userPtr) |
65 | : BVHNCollider<N>(scene0,scene1,callback,userPtr) {} |
66 | |
67 | virtual void processLeaf(NodeRef leaf0, NodeRef leaf1); |
68 | public: |
69 | static void collide(BVH* __restrict__ bvh0, BVH* __restrict__ bvh1, RTCCollideFunc callback, void* userPtr); |
70 | }; |
71 | } |
72 | } |
73 | |