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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#pragma once
+
+#include "Simd.h"
+
+namespace nv
+{
+
+namespace cloth
+{
+
+template <typename Simd4f>
+struct BoundingBox
+{
+ Simd4f mLower;
+ Simd4f mUpper;
+};
+
+template <typename Simd4f>
+inline BoundingBox<Simd4f> loadBounds(const float* ptr)
+{
+ BoundingBox<Simd4f> result;
+ result.mLower = load(ptr);
+ result.mUpper = load(ptr + 3);
+ return result;
+}
+
+template <typename Simd4f>
+inline BoundingBox<Simd4f> emptyBounds()
+{
+ BoundingBox<Simd4f> result;
+
+ result.mLower = gSimd4fFloatMax;
+ result.mUpper = -result.mLower;
+
+ return result;
+}
+
+template <typename Simd4f>
+inline BoundingBox<Simd4f> expandBounds(const BoundingBox<Simd4f>& bounds, const Simd4f* pIt, const Simd4f* pEnd)
+{
+ BoundingBox<Simd4f> result = bounds;
+ for (; pIt != pEnd; ++pIt)
+ {
+ result.mLower = min(result.mLower, *pIt);
+ result.mUpper = max(result.mUpper, *pIt);
+ }
+ return result;
+}
+
+template <typename Simd4f>
+inline BoundingBox<Simd4f> expandBounds(const BoundingBox<Simd4f>& a, const BoundingBox<Simd4f>& b)
+{
+ BoundingBox<Simd4f> result;
+ result.mLower = min(a.mLower, b.mLower);
+ result.mUpper = max(a.mUpper, b.mUpper);
+ return result;
+}
+
+template <typename Simd4f>
+inline BoundingBox<Simd4f> intersectBounds(const BoundingBox<Simd4f>& a, const BoundingBox<Simd4f>& b)
+{
+ BoundingBox<Simd4f> result;
+ result.mLower = max(a.mLower, b.mLower);
+ result.mUpper = min(a.mUpper, b.mUpper);
+ return result;
+}
+
+template <typename Simd4f>
+inline bool isEmptyBounds(const BoundingBox<Simd4f>& a)
+{
+ return anyGreater(a.mLower, a.mUpper) != 0;
+}
+}
+}