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hub / github.com/NVIDIAGameWorks/PhysX / fullRefit

Method fullRefit

physx/source/scenequery/src/SqAABBTree.cpp:418–436  ·  view source on GitHub ↗

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416}
417
418void AABBTree::fullRefit(const PxBounds3* boxes)
419{
420 PX_ASSERT(boxes);
421
422 const PxU32* indices = mIndices;
423 AABBTreeRuntimeNode* const nodeBase = mRuntimePool;
424 PX_ASSERT(nodeBase);
425
426 // Bottom-up update
427 PxU32 index = mTotalNbNodes;
428 while(index--)
429 {
430 AABBTreeRuntimeNode* current = nodeBase + index;
431 if(index)
432 Ps::prefetch(current - 1);
433
434 refitNode(current, boxes, indices, nodeBase);
435 }
436}
437
438static void _createParentArray(PxU32 totalNbNodes, PxU32* parentIndices, const AABBTreeRuntimeNode* parentNode, const AABBTreeRuntimeNode* currentNode, const AABBTreeRuntimeNode* root)
439{

Callers 1

buildStepMethod · 0.80

Calls 1

prefetchFunction · 0.50

Tested by

no test coverage detected