// // 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. #ifndef SQ_BOUNDS_H #define SQ_BOUNDS_H #include "CmPhysXCommon.h" #include "foundation/PxBounds3.h" #include "PsVecMath.h" namespace physx { namespace Scb { class Shape; class Actor; } namespace Sq { void computeStaticWorldAABB(PxBounds3& bounds, const Scb::Shape& scbShape, const Scb::Actor& scbActor); void computeDynamicWorldAABB(PxBounds3& bounds, const Scb::Shape& scbShape, const Scb::Actor& scbActor); typedef void(*ComputeBoundsFunc) (PxBounds3& bounds, const Scb::Shape& scbShape, const Scb::Actor& scbActor); extern const ComputeBoundsFunc gComputeBoundsTable[2]; // PT: TODO: - check that this is compatible with Gu::computeBounds(..., SQ_PRUNER_INFLATION, ...) // PT: TODO: - refactor with "inflateBounds" in GuBounds.cpp if possible // PT: TODO: - use SQ_PRUNER_INFLATION instead of hardcoding "0.01f" PX_FORCE_INLINE void inflateBounds(PxBounds3& dst, const PxBounds3& src) { using namespace physx::shdfnd::aos; const Vec4V minV = V4LoadU(&src.minimum.x); const Vec4V maxV = V4LoadU(&src.maximum.x); const Vec4V eV = V4Scale(V4Sub(maxV, minV), FLoad(0.5f * 0.01f)); V4StoreU(V4Sub(minV, eV), &dst.minimum.x); PX_ALIGN(16, PxVec4) max4; V4StoreA(V4Add(maxV, eV), &max4.x); dst.maximum = PxVec3(max4.x, max4.y, max4.z); } } } #endif // SQ_BOUNDS_H