// 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 "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); } }