// 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. #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