// 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) 2008-2020 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 struct BoundingBox { T4f mLower; T4f mUpper; }; template inline BoundingBox loadBounds(const float* ptr) { BoundingBox result; result.mLower = load(ptr); result.mUpper = load(ptr + 3); return result; } template inline BoundingBox emptyBounds() { BoundingBox result; result.mLower = gSimd4fFloatMax; result.mUpper = -result.mLower; return result; } template inline BoundingBox expandBounds(const BoundingBox& bounds, const T4f* pIt, const T4f* pEnd) { BoundingBox result = bounds; for (; pIt != pEnd; ++pIt) { result.mLower = min(result.mLower, *pIt); result.mUpper = max(result.mUpper, *pIt); } return result; } template inline BoundingBox expandBounds(const BoundingBox& a, const BoundingBox& b) { BoundingBox result; result.mLower = min(a.mLower, b.mLower); result.mUpper = max(a.mUpper, b.mUpper); return result; } template inline BoundingBox intersectBounds(const BoundingBox& a, const BoundingBox& b) { BoundingBox result; result.mLower = max(a.mLower, b.mLower); result.mUpper = min(a.mUpper, b.mUpper); return result; } template inline bool isEmptyBounds(const BoundingBox& a) { return anyGreater(a.mLower, a.mUpper) != 0; } } }