// 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 "PsIntrinsics.h" #include "GuBoxConversion.h" #include "GuCapsule.h" #include "GuInternal.h" #include "CmMatrix34.h" #include "PsMathUtils.h" using namespace physx; void Gu::Box::create(const Gu::Capsule& capsule) { // Box center = center of the two LSS's endpoints center = capsule.computeCenter(); // Box orientation const PxVec3 dir = capsule.p1 - capsule.p0; const float d = dir.magnitude(); if(d!=0.0f) { rot.column0 = dir / d; Ps::computeBasis(rot.column0, rot.column1, rot.column2); } else rot = PxMat33(PxIdentity); // Box extents extents.x = capsule.radius + (d * 0.5f); extents.y = capsule.radius; extents.z = capsule.radius; } /** Returns edges. \return 24 indices (12 edges) indexing the list returned by ComputePoints() */ const PxU8* Gu::getBoxEdges() { // 7+------+6 0 = --- // /| /| 1 = +-- // / | / | 2 = ++- // / 4+---/--+5 3 = -+- // 3+------+2 / y z 4 = --+ // | / | / | / 5 = +-+ // |/ |/ |/ 6 = +++ // 0+------+1 *---x 7 = -++ static PxU8 Indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 7, 6, 6, 5, 5, 4, 4, 7, 1, 5, 6, 2, 3, 7, 4, 0 }; return Indices; } void Gu::computeOBBPoints(PxVec3* PX_RESTRICT pts, const PxVec3& center, const PxVec3& extents, const PxVec3& base0, const PxVec3& base1, const PxVec3& base2) { PX_ASSERT(pts); // "Rotated extents" const PxVec3 axis0 = base0 * extents.x; const PxVec3 axis1 = base1 * extents.y; const PxVec3 axis2 = base2 * extents.z; // 7+------+6 0 = --- // /| /| 1 = +-- // / | / | 2 = ++- // / 4+---/--+5 3 = -+- // 3+------+2 / y z 4 = --+ // | / | / | / 5 = +-+ // |/ |/ |/ 6 = +++ // 0+------+1 *---x 7 = -++ // Original code: 24 vector ops /* pts[0] = box.center - Axis0 - Axis1 - Axis2; pts[1] = box.center + Axis0 - Axis1 - Axis2; pts[2] = box.center + Axis0 + Axis1 - Axis2; pts[3] = box.center - Axis0 + Axis1 - Axis2; pts[4] = box.center - Axis0 - Axis1 + Axis2; pts[5] = box.center + Axis0 - Axis1 + Axis2; pts[6] = box.center + Axis0 + Axis1 + Axis2; pts[7] = box.center - Axis0 + Axis1 + Axis2;*/ // Rewritten: 12 vector ops pts[0] = pts[3] = pts[4] = pts[7] = center - axis0; pts[1] = pts[2] = pts[5] = pts[6] = center + axis0; PxVec3 tmp = axis1 + axis2; pts[0] -= tmp; pts[1] -= tmp; pts[6] += tmp; pts[7] += tmp; tmp = axis1 - axis2; pts[2] += tmp; pts[3] += tmp; pts[4] -= tmp; pts[5] -= tmp; }