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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 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