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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/headers/GuIntersectionTriangleBox.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef GU_INTERSECTION_TRIANGLE_BOX_H
+#define GU_INTERSECTION_TRIANGLE_BOX_H
+
+#include "PxPhysXCommonConfig.h"
+#include "CmPhysXCommon.h"
+#include "foundation/PxMat33.h"
+
+namespace physx
+{
+namespace Gu
+{
+ class Box;
+ class BoxPadded;
+
+ /**
+ Tests if a triangle overlaps a box (AABB). This is the reference non-SIMD code.
+
+ \param center [in] the box center
+ \param extents [in] the box extents
+ \param p0 [in] triangle's first point
+ \param p1 [in] triangle's second point
+ \param p2 [in] triangle's third point
+ \return true if triangle overlaps box
+ */
+ PX_PHYSX_COMMON_API Ps::IntBool intersectTriangleBox_ReferenceCode(const PxVec3& center, const PxVec3& extents, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2);
+
+ /**
+ Tests if a triangle overlaps a box (AABB). This is the optimized SIMD code.
+
+ WARNING: the function has various SIMD requirements, left to the calling code:
+ - function will load 4 bytes after 'center'. Make sure it's safe to load from there.
+ - function will load 4 bytes after 'extents'. Make sure it's safe to load from there.
+ - function will load 4 bytes after 'p0'. Make sure it's safe to load from there.
+ - function will load 4 bytes after 'p1'. Make sure it's safe to load from there.
+ - function will load 4 bytes after 'p2'. Make sure it's safe to load from there.
+ If you can't guarantee these requirements, please use the non-SIMD reference code instead.
+
+ \param center [in] the box center.
+ \param extents [in] the box extents
+ \param p0 [in] triangle's first point
+ \param p1 [in] triangle's second point
+ \param p2 [in] triangle's third point
+ \return true if triangle overlaps box
+ */
+ PX_PHYSX_COMMON_API Ps::IntBool intersectTriangleBox_Unsafe(const PxVec3& center, const PxVec3& extents, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2);
+
+ /**
+ Tests if a triangle overlaps a box (OBB).
+
+ There are currently no SIMD-related requirements for p0, p1, p2.
+
+ \param box [in] the box
+ \param p0 [in] triangle's first point
+ \param p1 [in] triangle's second point
+ \param p2 [in] triangle's third point
+ \return true if triangle overlaps box
+ */
+ PX_PHYSX_COMMON_API Ps::IntBool intersectTriangleBox(const BoxPadded& box, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2);
+} // namespace Gu
+}
+
+#endif