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// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "GuSeparatingAxes.h"
using namespace physx;
union FloatInt
{
float f;
PxU32 i;
};
bool Gu::SeparatingAxes::addAxis(const PxVec3& axis)
{
PxU32 numAxes = getNumAxes();
const PxVec3* PX_RESTRICT axes = getAxes();
const PxVec3* PX_RESTRICT axes_end = axes + numAxes;
while(axes<axes_end)
{
if(PxAbs(axis.dot(*axes))>0.9999f)
return false;
axes++;
}
#ifdef SEP_AXIS_FIXED_MEMORY
if(mNbAxes<SEP_AXIS_FIXED_MEMORY)
{
mAxes[mNbAxes++] = axis;
return true;
}
return false;
#else
mAxes.pushBack(axis);
return true;
#endif
}
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