// 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 "foundation/PxBounds3.h" #include "PsIntrinsics.h" #include "GuInternal.h" #include "GuBox.h" #include "GuVecPlane.h" #include "PsMathUtils.h" #include "PxCapsuleGeometry.h" #include "PsVecMath.h" using namespace physx::shdfnd::aos; using namespace physx; /** Computes the aabb points. \param pts [out] 8 box points */ void Gu::computeBoxPoints(const PxBounds3& bounds, PxVec3* PX_RESTRICT pts) { PX_ASSERT(pts); // Get box corners const PxVec3& minimum = bounds.minimum; const PxVec3& maximum = bounds.maximum; // 7+------+6 0 = --- // /| /| 1 = +-- // / | / | 2 = ++- // / 4+---/--+5 3 = -+- // 3+------+2 / y z 4 = --+ // | / | / | / 5 = +-+ // |/ |/ |/ 6 = +++ // 0+------+1 *---x 7 = -++ // Generate 8 corners of the bbox pts[0] = PxVec3(minimum.x, minimum.y, minimum.z); pts[1] = PxVec3(maximum.x, minimum.y, minimum.z); pts[2] = PxVec3(maximum.x, maximum.y, minimum.z); pts[3] = PxVec3(minimum.x, maximum.y, minimum.z); pts[4] = PxVec3(minimum.x, minimum.y, maximum.z); pts[5] = PxVec3(maximum.x, minimum.y, maximum.z); pts[6] = PxVec3(maximum.x, maximum.y, maximum.z); pts[7] = PxVec3(minimum.x, maximum.y, maximum.z); } PxPlane Gu::getPlane(const PxTransform& pose) { const PxVec3 n = pose.q.getBasisVector0(); return PxPlane(n, -pose.p.dot(n)); } void Gu::computeBoundsAroundVertices(PxBounds3& bounds, PxU32 nbVerts, const PxVec3* PX_RESTRICT verts) { // PT: we can safely V4LoadU the first N-1 vertices. We must V3LoadU the last vertex, to make sure we don't read // invalid memory. Since we have to special-case that last vertex anyway, we reuse that code to also initialize // the minV/maxV values (bypassing the need for a 'setEmpty()' initialization). if(!nbVerts) { bounds.setEmpty(); return; } PxU32 nbSafe = nbVerts-1; // PT: read last (unsafe) vertex using V3LoadU, initialize minV/maxV const Vec4V lastVertexV = Vec4V_From_Vec3V(V3LoadU(&verts[nbSafe].x)); Vec4V minV = lastVertexV; Vec4V maxV = lastVertexV; // PT: read N-1 first (safe) vertices using V4LoadU while(nbSafe--) { const Vec4V vertexV = V4LoadU(&verts->x); verts++; minV = V4Min(minV, vertexV); maxV = V4Max(maxV, vertexV); } StoreBounds(bounds, minV, maxV); } void Gu::computeSweptBox(Gu::Box& dest, const PxVec3& extents, const PxVec3& center, const PxMat33& rot, const PxVec3& unitDir, const PxReal distance) { PxVec3 R1, R2; Ps::computeBasis(unitDir, R1, R2); PxReal dd[3]; dd[0] = PxAbs(rot.column0.dot(unitDir)); dd[1] = PxAbs(rot.column1.dot(unitDir)); dd[2] = PxAbs(rot.column2.dot(unitDir)); PxReal dmax = dd[0]; PxU32 ax0=1; PxU32 ax1=2; if(dd[1]>dmax) { dmax=dd[1]; ax0=0; ax1=2; } if(dd[2]>dmax) { dmax=dd[2]; ax0=0; ax1=1; } if(dd[ax1]