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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/shared/external/include/BestFit.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/shared/external/include/BestFit.h')
| -rw-r--r-- | APEX_1.4/shared/external/include/BestFit.h | 48 |
1 files changed, 48 insertions, 0 deletions
diff --git a/APEX_1.4/shared/external/include/BestFit.h b/APEX_1.4/shared/external/include/BestFit.h new file mode 100644 index 00000000..876d6e49 --- /dev/null +++ b/APEX_1.4/shared/external/include/BestFit.h @@ -0,0 +1,48 @@ +/* + * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, 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. + */ + + +#ifndef BEST_FIT_H + +#define BEST_FIT_H + +// A code snippet to compute the best fit AAB, OBB, plane, capsule and sphere +// Quaternions are assumed a float X,Y,Z,W +// Matrices are assumed 4x4 D3DX style format passed as a float pointer +// The orientation of a capsule is assumed that height is along the Y axis, the same format as the PhysX SDK uses +// The best fit plane routine is derived from code previously published by David Eberly on his Magic Software site. +// The best fit OBB is computed by first approximating the best fit plane, and then brute force rotating the points +// around a single axis to derive the closest fit. If you set 'bruteforce' to false, it will just use the orientation +// derived from the best fit plane, which is close enough in most cases, but not all. +// Each routine allows you to pass the point stride between position elements in your input vertex stream. +// These routines should all be thread safe as they make no use of any global variables. + + + +namespace SharedTools +{ + +bool computeBestFitPlane(size_t vcount, // number of input data points + const float* points, // starting address of points array. + size_t vstride, // stride between input points. + const float* weights, // *optional point weighting values. + size_t wstride, // weight stride for each vertex. + float plane[4]); + +float computeBestFitAABB(size_t vcount, const float* points, size_t pstride, float bmin[3], float bmax[3]); // returns the diagonal distance +float computeBestFitSphere(size_t vcount, const float* points, size_t pstride, float center[3]); +void computeBestFitOBB(size_t vcount, const float* points, size_t pstride, float* sides, float matrix[16], bool bruteForce); +void computeBestFitOBB(size_t vcount, const float* points, size_t pstride, float* sides, float pos[3], float quat[4], bool bruteForce); +void computeBestFitCapsule(size_t vcount, const float* points, size_t pstride, float& radius, float& height, float matrix[16], bool bruteForce); +void computeBestFitCapsule(size_t vcount, const float* points, size_t pstride, float& radius, float& height, float pos[3], float quat[4], bool bruteForce); + +}; + +#endif |