// 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. #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