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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 /PhysX_3.4/Source/SceneQuery/src/SqBounds.cpp | |
| 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 'PhysX_3.4/Source/SceneQuery/src/SqBounds.cpp')
| -rw-r--r-- | PhysX_3.4/Source/SceneQuery/src/SqBounds.cpp | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SceneQuery/src/SqBounds.cpp b/PhysX_3.4/Source/SceneQuery/src/SqBounds.cpp new file mode 100644 index 00000000..3bae047d --- /dev/null +++ b/PhysX_3.4/Source/SceneQuery/src/SqBounds.cpp @@ -0,0 +1,75 @@ +// 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. + +#include "foundation/PxTransform.h" +#include "SqBounds.h" +#include "CmTransformUtils.h" +#include "SqPruner.h" +#include "ScbShape.h" +#include "ScbActor.h" +#include "ScbRigidStatic.h" +#include "ScbBody.h" +#include "PsAllocator.h" +#include "GuBounds.h" + +using namespace physx; +using namespace Sq; + +void Sq::computeStaticWorldAABB(PxBounds3& bounds, const Scb::Shape& scbShape, const Scb::Actor& scbActor) +{ + const PxTransform& shape2Actor = scbShape.getShape2Actor(); + + PX_ALIGN(16, PxTransform) globalPose; + + Cm::getStaticGlobalPoseAligned(static_cast<const Scb::RigidStatic&>(scbActor).getActor2World(), shape2Actor, globalPose); + Gu::computeBounds(bounds, scbShape.getGeometry(), globalPose, 0.0f, NULL, SQ_PRUNER_INFLATION, false); +} + +void Sq::computeDynamicWorldAABB(PxBounds3& bounds, const Scb::Shape& scbShape, const Scb::Actor& scbActor) +{ + const PxTransform& shape2Actor = scbShape.getShape2Actor(); + + PX_ALIGN(16, PxTransform) globalPose; + { + const Scb::Body& body = static_cast<const Scb::Body&>(scbActor); + PX_ALIGN(16, PxTransform) kinematicTarget; + const PxU16 sqktFlags = PxRigidBodyFlag::eKINEMATIC | PxRigidBodyFlag::eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES; + const bool useTarget = (PxU16(body.getFlags()) & sqktFlags) == sqktFlags; + const PxTransform& body2World = (useTarget && body.getKinematicTarget(kinematicTarget)) ? kinematicTarget : body.getBody2World(); + Cm::getDynamicGlobalPoseAligned(body2World, shape2Actor, body.getBody2Actor(), globalPose); + } + + Gu::computeBounds(bounds, scbShape.getGeometry(), globalPose, 0.0f, NULL, SQ_PRUNER_INFLATION, false); +} + +const ComputeBoundsFunc Sq::gComputeBoundsTable[2] = +{ + computeStaticWorldAABB, + computeDynamicWorldAABB +}; |