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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/

This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, 
including commercial applications, and to alter it and redistribute it freely, 
subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/

#ifndef B3_QUANTIZED_BVH_H
#define B3_QUANTIZED_BVH_H

class b3Serializer;

//#define DEBUG_CHECK_DEQUANTIZATION 1
#ifdef DEBUG_CHECK_DEQUANTIZATION
#ifdef __SPU__
#define printf spu_printf
#endif //__SPU__

#include <stdio.h>
#include <stdlib.h>
#endif //DEBUG_CHECK_DEQUANTIZATION

#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3AlignedAllocator.h"

#ifdef B3_USE_DOUBLE_PRECISION
#define b3QuantizedBvhData b3QuantizedBvhDoubleData
#define b3OptimizedBvhNodeData b3OptimizedBvhNodeDoubleData
#define b3QuantizedBvhDataName "b3QuantizedBvhDoubleData"
#else
#define b3QuantizedBvhData b3QuantizedBvhFloatData
#define b3OptimizedBvhNodeData b3OptimizedBvhNodeFloatData
#define b3QuantizedBvhDataName "b3QuantizedBvhFloatData"
#endif

#include "Bullet3Collision/NarrowPhaseCollision/shared/b3QuantizedBvhNodeData.h"
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3BvhSubtreeInfoData.h"



//http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vclang/html/vclrf__m128.asp


//Note: currently we have 16 bytes per quantized node
#define MAX_SUBTREE_SIZE_IN_BYTES  2048

// 10 gives the potential for 1024 parts, with at most 2^21 (2097152) (minus one
// actually) triangles each (since the sign bit is reserved
#define MAX_NUM_PARTS_IN_BITS 10

///b3QuantizedBvhNode 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).
B3_ATTRIBUTE_ALIGNED16	(struct) b3QuantizedBvhNode : public b3QuantizedBvhNodeData
{
	B3_DECLARE_ALIGNED_ALLOCATOR();

	bool isLeafNode() const
	{
		//skipindex is negative (internal node), triangleindex >=0 (leafnode)
		return (m_escapeIndexOrTriangleIndex >= 0);
	}
	int getEscapeIndex() const
	{
		b3Assert(!isLeafNode());
		return -m_escapeIndexOrTriangleIndex;
	}
	int	getTriangleIndex() const
	{
		b3Assert(isLeafNode());
		unsigned int x=0;
		unsigned int y = (~(x&0))<<(31-MAX_NUM_PARTS_IN_BITS);
		// Get only the lower bits where the triangle index is stored
		return (m_escapeIndexOrTriangleIndex&~(y));
	}
	int	getPartId() const
	{
		b3Assert(isLeafNode());
		// Get only the highest bits where the part index is stored
		return (m_escapeIndexOrTriangleIndex>>(31-MAX_NUM_PARTS_IN_BITS));
	}
}
;

/// b3OptimizedBvhNode contains both internal and leaf node information.
/// Total node size is 44 bytes / node. You can use the compressed version of 16 bytes.
B3_ATTRIBUTE_ALIGNED16 (struct) b3OptimizedBvhNode
{
	B3_DECLARE_ALIGNED_ALLOCATOR();

	//32 bytes
	b3Vector3	m_aabbMinOrg;
	b3Vector3	m_aabbMaxOrg;

	//4
	int	m_escapeIndex;

	//8
	//for child nodes
	int	m_subPart;
	int	m_triangleIndex;

//pad the size to 64 bytes
	char	m_padding[20];
};


///b3BvhSubtreeInfo provides info to gather a subtree of limited size
B3_ATTRIBUTE_ALIGNED16(class) b3BvhSubtreeInfo : public b3BvhSubtreeInfoData
{
public:
	B3_DECLARE_ALIGNED_ALLOCATOR();

	b3BvhSubtreeInfo()
	{
		//memset(&m_padding[0], 0, sizeof(m_padding));
	}


	void	setAabbFromQuantizeNode(const b3QuantizedBvhNode& quantizedNode)
	{
		m_quantizedAabbMin[0] = quantizedNode.m_quantizedAabbMin[0];
		m_quantizedAabbMin[1] = quantizedNode.m_quantizedAabbMin[1];
		m_quantizedAabbMin[2] = quantizedNode.m_quantizedAabbMin[2];
		m_quantizedAabbMax[0] = quantizedNode.m_quantizedAabbMax[0];
		m_quantizedAabbMax[1] = quantizedNode.m_quantizedAabbMax[1];
		m_quantizedAabbMax[2] = quantizedNode.m_quantizedAabbMax[2];
	}
}
;


class b3NodeOverlapCallback
{
public:
	virtual ~b3NodeOverlapCallback() {};

	virtual void processNode(int subPart, int triangleIndex) = 0;
};

#include "Bullet3Common/b3AlignedAllocator.h"
#include "Bullet3Common/b3AlignedObjectArray.h"



///for code readability:
typedef b3AlignedObjectArray<b3OptimizedBvhNode>	NodeArray;
typedef b3AlignedObjectArray<b3QuantizedBvhNode>	QuantizedNodeArray;
typedef b3AlignedObjectArray<b3BvhSubtreeInfo>		BvhSubtreeInfoArray;


///The b3QuantizedBvh class stores an AABB tree that can be quickly traversed on CPU and Cell SPU.
///It is used by the b3BvhTriangleMeshShape as midphase
///It is recommended to use quantization for better performance and lower memory requirements.
B3_ATTRIBUTE_ALIGNED16(class) b3QuantizedBvh
{
public:
	enum b3TraversalMode
	{
		TRAVERSAL_STACKLESS = 0,
		TRAVERSAL_STACKLESS_CACHE_FRIENDLY,
		TRAVERSAL_RECURSIVE
	};




	b3Vector3			m_bvhAabbMin;
	b3Vector3			m_bvhAabbMax;
	b3Vector3			m_bvhQuantization;

protected:
	int					m_bulletVersion;	//for serialization versioning. It could also be used to detect endianess.

	int					m_curNodeIndex;
	//quantization data
	bool				m_useQuantization;



	NodeArray			m_leafNodes;
	NodeArray			m_contiguousNodes;
	QuantizedNodeArray	m_quantizedLeafNodes;
	QuantizedNodeArray	m_quantizedContiguousNodes;
	
	b3TraversalMode	m_traversalMode;
	BvhSubtreeInfoArray		m_SubtreeHeaders;

	//This is only used for serialization so we don't have to add serialization directly to b3AlignedObjectArray
	mutable int m_subtreeHeaderCount;

	



	///two versions, one for quantized and normal nodes. This allows code-reuse while maintaining readability (no template/macro!)
	///this might be refactored into a virtual, it is usually not calculated at run-time
	void	setInternalNodeAabbMin(int nodeIndex, const b3Vector3& aabbMin)
	{
		if (m_useQuantization)
		{
			quantize(&m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[0] ,aabbMin,0);
		} else
		{
			m_contiguousNodes[nodeIndex].m_aabbMinOrg = aabbMin;

		}
	}
	void	setInternalNodeAabbMax(int nodeIndex,const b3Vector3& aabbMax)
	{
		if (m_useQuantization)
		{
			quantize(&m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[0],aabbMax,1);
		} else
		{
			m_contiguousNodes[nodeIndex].m_aabbMaxOrg = aabbMax;
		}
	}

	b3Vector3 getAabbMin(int nodeIndex) const
	{
		if (m_useQuantization)
		{
			return unQuantize(&m_quantizedLeafNodes[nodeIndex].m_quantizedAabbMin[0]);
		}
		//non-quantized
		return m_leafNodes[nodeIndex].m_aabbMinOrg;

	}
	b3Vector3 getAabbMax(int nodeIndex) const
	{
		if (m_useQuantization)
		{
			return unQuantize(&m_quantizedLeafNodes[nodeIndex].m_quantizedAabbMax[0]);
		} 
		//non-quantized
		return m_leafNodes[nodeIndex].m_aabbMaxOrg;
		
	}

	
	void	setInternalNodeEscapeIndex(int nodeIndex, int escapeIndex)
	{
		if (m_useQuantization)
		{
			m_quantizedContiguousNodes[nodeIndex].m_escapeIndexOrTriangleIndex = -escapeIndex;
		} 
		else
		{
			m_contiguousNodes[nodeIndex].m_escapeIndex = escapeIndex;
		}

	}

	void mergeInternalNodeAabb(int nodeIndex,const b3Vector3& newAabbMin,const b3Vector3& newAabbMax) 
	{
		if (m_useQuantization)
		{
			unsigned short int quantizedAabbMin[3];
			unsigned short int quantizedAabbMax[3];
			quantize(quantizedAabbMin,newAabbMin,0);
			quantize(quantizedAabbMax,newAabbMax,1);
			for (int i=0;i<3;i++)
			{
				if (m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[i] > quantizedAabbMin[i])
					m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMin[i] = quantizedAabbMin[i];

				if (m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[i] < quantizedAabbMax[i])
					m_quantizedContiguousNodes[nodeIndex].m_quantizedAabbMax[i] = quantizedAabbMax[i];

			}
		} else
		{
			//non-quantized
			m_contiguousNodes[nodeIndex].m_aabbMinOrg.setMin(newAabbMin);
			m_contiguousNodes[nodeIndex].m_aabbMaxOrg.setMax(newAabbMax);		
		}
	}

	void	swapLeafNodes(int firstIndex,int secondIndex);

	void	assignInternalNodeFromLeafNode(int internalNode,int leafNodeIndex);

protected:

	

	void	buildTree	(int startIndex,int endIndex);

	int	calcSplittingAxis(int startIndex,int endIndex);

	int	sortAndCalcSplittingIndex(int startIndex,int endIndex,int splitAxis);
	
	void	walkStacklessTree(b3NodeOverlapCallback* nodeCallback,const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;

	void	walkStacklessQuantizedTreeAgainstRay(b3NodeOverlapCallback* nodeCallback, const b3Vector3& raySource, const b3Vector3& rayTarget, const b3Vector3& aabbMin, const b3Vector3& aabbMax, int startNodeIndex,int endNodeIndex) const;
	void	walkStacklessQuantizedTree(b3NodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax,int startNodeIndex,int endNodeIndex) const;
	void	walkStacklessTreeAgainstRay(b3NodeOverlapCallback* nodeCallback, const b3Vector3& raySource, const b3Vector3& rayTarget, const b3Vector3& aabbMin, const b3Vector3& aabbMax, int startNodeIndex,int endNodeIndex) const;

	///tree traversal designed for small-memory processors like PS3 SPU
	void	walkStacklessQuantizedTreeCacheFriendly(b3NodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax) const;

	///use the 16-byte stackless 'skipindex' node tree to do a recursive traversal
	void	walkRecursiveQuantizedTreeAgainstQueryAabb(const b3QuantizedBvhNode* currentNode,b3NodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax) const;

	///use the 16-byte stackless 'skipindex' node tree to do a recursive traversal
	void	walkRecursiveQuantizedTreeAgainstQuantizedTree(const b3QuantizedBvhNode* treeNodeA,const b3QuantizedBvhNode* treeNodeB,b3NodeOverlapCallback* nodeCallback) const;
	



	void	updateSubtreeHeaders(int leftChildNodexIndex,int rightChildNodexIndex);

public:
	
	B3_DECLARE_ALIGNED_ALLOCATOR();

	b3QuantizedBvh();

	virtual ~b3QuantizedBvh();

	
	///***************************************** expert/internal use only *************************
	void	setQuantizationValues(const b3Vector3& bvhAabbMin,const b3Vector3& bvhAabbMax,b3Scalar quantizationMargin=b3Scalar(1.0));
	QuantizedNodeArray&	getLeafNodeArray() {			return	m_quantizedLeafNodes;	}
	///buildInternal is expert use only: assumes that setQuantizationValues and LeafNodeArray are initialized
	void	buildInternal();
	///***************************************** expert/internal use only *************************

	void	reportAabbOverlappingNodex(b3NodeOverlapCallback* nodeCallback,const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;
	void	reportRayOverlappingNodex (b3NodeOverlapCallback* nodeCallback, const b3Vector3& raySource, const b3Vector3& rayTarget) const;
	void	reportBoxCastOverlappingNodex(b3NodeOverlapCallback* nodeCallback, const b3Vector3& raySource, const b3Vector3& rayTarget, const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;

		B3_FORCE_INLINE void quantize(unsigned short* out, const b3Vector3& point,int isMax) const
	{

		b3Assert(m_useQuantization);

		b3Assert(point.getX() <= m_bvhAabbMax.getX());
		b3Assert(point.getY() <= m_bvhAabbMax.getY());
		b3Assert(point.getZ() <= m_bvhAabbMax.getZ());

		b3Assert(point.getX() >= m_bvhAabbMin.getX());
		b3Assert(point.getY() >= m_bvhAabbMin.getY());
		b3Assert(point.getZ() >= m_bvhAabbMin.getZ());

		b3Vector3 v = (point - m_bvhAabbMin) * m_bvhQuantization;
		///Make sure rounding is done in a way that unQuantize(quantizeWithClamp(...)) is conservative
		///end-points always set the first bit, so that they are sorted properly (so that neighbouring AABBs overlap properly)
		///@todo: double-check this
		if (isMax)
		{
			out[0] = (unsigned short) (((unsigned short)(v.getX()+b3Scalar(1.)) | 1));
			out[1] = (unsigned short) (((unsigned short)(v.getY()+b3Scalar(1.)) | 1));
			out[2] = (unsigned short) (((unsigned short)(v.getZ()+b3Scalar(1.)) | 1));
		} else
		{
			out[0] = (unsigned short) (((unsigned short)(v.getX()) & 0xfffe));
			out[1] = (unsigned short) (((unsigned short)(v.getY()) & 0xfffe));
			out[2] = (unsigned short) (((unsigned short)(v.getZ()) & 0xfffe));
		}


#ifdef DEBUG_CHECK_DEQUANTIZATION
		b3Vector3 newPoint = unQuantize(out);
		if (isMax)
		{
			if (newPoint.getX() < point.getX())
			{
				printf("unconservative X, diffX = %f, oldX=%f,newX=%f\n",newPoint.getX()-point.getX(), newPoint.getX(),point.getX());
			}
			if (newPoint.getY() < point.getY())
			{
				printf("unconservative Y, diffY = %f, oldY=%f,newY=%f\n",newPoint.getY()-point.getY(), newPoint.getY(),point.getY());
			}
			if (newPoint.getZ() < point.getZ())
			{

				printf("unconservative Z, diffZ = %f, oldZ=%f,newZ=%f\n",newPoint.getZ()-point.getZ(), newPoint.getZ(),point.getZ());
			}
		} else
		{
			if (newPoint.getX() > point.getX())
			{
				printf("unconservative X, diffX = %f, oldX=%f,newX=%f\n",newPoint.getX()-point.getX(), newPoint.getX(),point.getX());
			}
			if (newPoint.getY() > point.getY())
			{
				printf("unconservative Y, diffY = %f, oldY=%f,newY=%f\n",newPoint.getY()-point.getY(), newPoint.getY(),point.getY());
			}
			if (newPoint.getZ() > point.getZ())
			{
				printf("unconservative Z, diffZ = %f, oldZ=%f,newZ=%f\n",newPoint.getZ()-point.getZ(), newPoint.getZ(),point.getZ());
			}
		}
#endif //DEBUG_CHECK_DEQUANTIZATION

	}


	B3_FORCE_INLINE void quantizeWithClamp(unsigned short* out, const b3Vector3& point2,int isMax) const
	{

		b3Assert(m_useQuantization);

		b3Vector3 clampedPoint(point2);
		clampedPoint.setMax(m_bvhAabbMin);
		clampedPoint.setMin(m_bvhAabbMax);

		quantize(out,clampedPoint,isMax);

	}
	
	B3_FORCE_INLINE b3Vector3	unQuantize(const unsigned short* vecIn) const
	{
			b3Vector3	vecOut;
			vecOut.setValue(
			(b3Scalar)(vecIn[0]) / (m_bvhQuantization.getX()),
			(b3Scalar)(vecIn[1]) / (m_bvhQuantization.getY()),
			(b3Scalar)(vecIn[2]) / (m_bvhQuantization.getZ()));
			vecOut += m_bvhAabbMin;
			return vecOut;
	}

	///setTraversalMode let's you choose between stackless, recursive or stackless cache friendly tree traversal. Note this is only implemented for quantized trees.
	void	setTraversalMode(b3TraversalMode	traversalMode)
	{
		m_traversalMode = traversalMode;
	}


	B3_FORCE_INLINE QuantizedNodeArray&	getQuantizedNodeArray()
	{	
		return	m_quantizedContiguousNodes;
	}


	B3_FORCE_INLINE BvhSubtreeInfoArray&	getSubtreeInfoArray()
	{
		return m_SubtreeHeaders;
	}

////////////////////////////////////////////////////////////////////

	/////Calculate space needed to store BVH for serialization
	unsigned calculateSerializeBufferSize() const;

	/// Data buffer MUST be 16 byte aligned
	virtual bool serialize(void *o_alignedDataBuffer, unsigned i_dataBufferSize, bool i_swapEndian) const;

	///deSerializeInPlace loads and initializes a BVH from a buffer in memory 'in place'
	static b3QuantizedBvh *deSerializeInPlace(void *i_alignedDataBuffer, unsigned int i_dataBufferSize, bool i_swapEndian);

	static unsigned int getAlignmentSerializationPadding();
//////////////////////////////////////////////////////////////////////

	
	virtual	int	calculateSerializeBufferSizeNew() const;

	///fills the dataBuffer and returns the struct name (and 0 on failure)
	virtual	const char*	serialize(void* dataBuffer, b3Serializer* serializer) const;

	virtual	void deSerializeFloat(struct b3QuantizedBvhFloatData& quantizedBvhFloatData);

	virtual	void deSerializeDouble(struct b3QuantizedBvhDoubleData& quantizedBvhDoubleData);


////////////////////////////////////////////////////////////////////

	B3_FORCE_INLINE bool isQuantized()
	{
		return m_useQuantization;
	}

private:
	// Special "copy" constructor that allows for in-place deserialization
	// Prevents b3Vector3's default constructor from being called, but doesn't inialize much else
	// ownsMemory should most likely be false if deserializing, and if you are not, don't call this (it also changes the function signature, which we need)
	b3QuantizedBvh(b3QuantizedBvh &other, bool ownsMemory);

}
;


struct b3OptimizedBvhNodeFloatData
{
	b3Vector3FloatData	m_aabbMinOrg;
	b3Vector3FloatData	m_aabbMaxOrg;
	int	m_escapeIndex;
	int	m_subPart;
	int	m_triangleIndex;
	char m_pad[4];
};

struct b3OptimizedBvhNodeDoubleData
{
	b3Vector3DoubleData	m_aabbMinOrg;
	b3Vector3DoubleData	m_aabbMaxOrg;
	int	m_escapeIndex;
	int	m_subPart;
	int	m_triangleIndex;
	char	m_pad[4];
};



struct	b3QuantizedBvhFloatData
{
	b3Vector3FloatData			m_bvhAabbMin;
	b3Vector3FloatData			m_bvhAabbMax;
	b3Vector3FloatData			m_bvhQuantization;
	int					m_curNodeIndex;
	int					m_useQuantization;
	int					m_numContiguousLeafNodes;
	int					m_numQuantizedContiguousNodes;
	b3OptimizedBvhNodeFloatData	*m_contiguousNodesPtr;
	b3QuantizedBvhNodeData		*m_quantizedContiguousNodesPtr;
	b3BvhSubtreeInfoData	*m_subTreeInfoPtr;
	int					m_traversalMode;
	int					m_numSubtreeHeaders;
	
};

struct	b3QuantizedBvhDoubleData
{
	b3Vector3DoubleData			m_bvhAabbMin;
	b3Vector3DoubleData			m_bvhAabbMax;
	b3Vector3DoubleData			m_bvhQuantization;
	int							m_curNodeIndex;
	int							m_useQuantization;
	int							m_numContiguousLeafNodes;
	int							m_numQuantizedContiguousNodes;
	b3OptimizedBvhNodeDoubleData	*m_contiguousNodesPtr;
	b3QuantizedBvhNodeData			*m_quantizedContiguousNodesPtr;

	int							m_traversalMode;
	int							m_numSubtreeHeaders;
	b3BvhSubtreeInfoData		*m_subTreeInfoPtr;
};


B3_FORCE_INLINE	int	b3QuantizedBvh::calculateSerializeBufferSizeNew() const
{
	return sizeof(b3QuantizedBvhData);
}



#endif //B3_QUANTIZED_BVH_H