1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
//
// 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) 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.
#pragma once
#include "Simd4f.h"
#include <float.h>
namespace nvidia
{
namespace cloth
{
template <typename Simd4f>
struct BoundingBox
{
Simd4f mLower;
Simd4f mUpper;
};
template <typename Simd4f>
inline BoundingBox<Simd4f> loadBounds(const float* ptr)
{
BoundingBox<Simd4f> result;
result.mLower = load(ptr);
result.mUpper = load(ptr + 3);
return result;
}
template <typename Simd4f>
inline BoundingBox<Simd4f> emptyBounds()
{
BoundingBox<Simd4f> result;
result.mLower = simd4f(FLT_MAX);
result.mUpper = -result.mLower;
return result;
}
template <typename Simd4f>
inline BoundingBox<Simd4f> expandBounds(const BoundingBox<Simd4f>& bounds, const Simd4f* pIt, const Simd4f* pEnd)
{
BoundingBox<Simd4f> result = bounds;
for(; pIt != pEnd; ++pIt)
{
result.mLower = min(result.mLower, *pIt);
result.mUpper = max(result.mUpper, *pIt);
}
return result;
}
template <typename Simd4f>
inline BoundingBox<Simd4f> expandBounds(const BoundingBox<Simd4f>& a, const BoundingBox<Simd4f>& b)
{
BoundingBox<Simd4f> result;
result.mLower = min(a.mLower, b.mLower);
result.mUpper = max(a.mUpper, b.mUpper);
return result;
}
template <typename Simd4f>
inline BoundingBox<Simd4f> intersectBounds(const BoundingBox<Simd4f>& a, const BoundingBox<Simd4f>& b)
{
BoundingBox<Simd4f> result;
result.mLower = max(a.mLower, b.mLower);
result.mUpper = min(a.mUpper, b.mUpper);
return result;
}
template <typename Simd4f>
inline bool isEmptyBounds(const BoundingBox<Simd4f>& a)
{
return anyGreater(a.mLower, a.mUpper) != 0;
}
}
}
|