// 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) 2008-2017 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 "CmBoxPruning.h" #include "CmRadixSortBuffered.h" #include "PsAllocator.h" using namespace physx; using namespace Gu; using namespace Cm; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Bipartite box pruning. Returns a list of overlapping pairs of boxes, each box of the pair belongs to a different set. * \param nb0 [in] number of boxes in the first set * \param bounds0 [in] list of boxes for the first set * \param nb1 [in] number of boxes in the second set * \param bounds1 [in] list of boxes for the second set * \param pairs [out] list of overlapping pairs * \param axes [in] projection order (0,2,1 is often best) * \return true if success. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool Cm::BipartiteBoxPruning(const PxBounds3* bounds0, PxU32 nb0, const PxBounds3* bounds1, PxU32 nb1, Ps::Array& pairs, const Axes& axes) { pairs.clear(); // Checkings if(nb0 == 0 || nb1 == 0) return false; // Catch axes PxU32 Axis0 = axes.mAxis0; PxU32 Axis1 = axes.mAxis1; PxU32 Axis2 = axes.mAxis2; PX_UNUSED(Axis1); PX_UNUSED(Axis2); // Allocate some temporary data float* MinPosBounds0 = reinterpret_cast(PX_ALLOC_TEMP(sizeof(float)*nb0, "Gu::BipartiteBoxPruning")); float* MinPosBounds1 = reinterpret_cast(PX_ALLOC_TEMP(sizeof(float)*nb1, "Gu::BipartiteBoxPruning")); // 1) Build main lists using the primary axis for(PxU32 i=0;i& pairs, const Axes& axes) { pairs.clear(); // Checkings if(!nb) return false; // Catch axes const PxU32 Axis0 = axes.mAxis0; const PxU32 Axis1 = axes.mAxis1; const PxU32 Axis2 = axes.mAxis2; PX_UNUSED(Axis1); PX_UNUSED(Axis2); // Allocate some temporary data float* PosList = reinterpret_cast(PX_ALLOC_TEMP(sizeof(float)*nb, "Cm::CompleteBoxPruning")); // 1) Build main list using the primary axis for(PxU32 i=0;i