// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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 "PsMathUtils.h" #include "GuInternal.h" #include "GuBox.h" #include "GuCapsule.h" using namespace physx; /** * Computes an OBB surrounding the capsule. * \param box [out] the OBB */ void Gu::computeBoxAroundCapsule(const Gu::Capsule& capsule, Gu::Box& box) { // Box center = center of the two capsule's endpoints box.center = capsule.computeCenter(); // Box extents const PxF32 d = (capsule.p0 - capsule.p1).magnitude(); box.extents.x = capsule.radius + (d * 0.5f); box.extents.y = capsule.radius; box.extents.z = capsule.radius; // Box orientation if(d==0.0f) { box.rot = PxMat33(PxIdentity); } else { PxVec3 dir, right, up; Ps::computeBasis(capsule.p0, capsule.p1, dir, right, up); box.setAxes(dir, right, up); } }