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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.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 'PhysX_3.4/Source/SceneQuery/src/SqBounds.h')
| -rw-r--r-- | PhysX_3.4/Source/SceneQuery/src/SqBounds.h | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SceneQuery/src/SqBounds.h b/PhysX_3.4/Source/SceneQuery/src/SqBounds.h new file mode 100644 index 00000000..60c6ad6f --- /dev/null +++ b/PhysX_3.4/Source/SceneQuery/src/SqBounds.h @@ -0,0 +1,70 @@ +// 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 SQ_BOUNDS_H +#define SQ_BOUNDS_H + +#include "CmPhysXCommon.h" +#include "foundation/PxBounds3.h" +#include "PsVecMath.h" + +namespace physx +{ + namespace Scb + { + class Shape; + class Actor; + } + +namespace Sq +{ + void computeStaticWorldAABB(PxBounds3& bounds, const Scb::Shape& scbShape, const Scb::Actor& scbActor); + void computeDynamicWorldAABB(PxBounds3& bounds, const Scb::Shape& scbShape, const Scb::Actor& scbActor); + + typedef void(*ComputeBoundsFunc) (PxBounds3& bounds, const Scb::Shape& scbShape, const Scb::Actor& scbActor); + + extern const ComputeBoundsFunc gComputeBoundsTable[2]; + + PX_FORCE_INLINE void inflateBounds(PxBounds3& dst, const PxBounds3& src) + { + using namespace physx::shdfnd::aos; + + const Vec4V minV = V4LoadU(&src.minimum.x); + const Vec4V maxV = V4LoadU(&src.maximum.x); + const Vec4V eV = V4Scale(V4Sub(maxV, minV), FLoad(0.5f* 0.01f)); + + V4StoreU(V4Sub(minV, eV), &dst.minimum.x); + PX_ALIGN(16, PxVec4) max4; + V4StoreA(V4Add(maxV, eV), &max4.x); + dst.maximum = PxVec3(max4.x, max4.y, max4.z); + } +} +} + +#endif // SQ_BOUNDS_H |