Projekt_Grafika/dependencies/physx-4.1/source/physxextensions/src/ExtBroadPhase.cpp

75 lines
3.2 KiB
C++

//
// 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.
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// from this software without specific prior written permission.
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// Copyright (c) 2008-2019 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 "extensions/PxBroadPhaseExt.h"
#include "PsFoundation.h"
#include "CmPhysXCommon.h"
using namespace physx;
PxU32 PxBroadPhaseExt::createRegionsFromWorldBounds(PxBounds3* regions, const PxBounds3& globalBounds, PxU32 nbSubdiv, PxU32 upAxis)
{
PX_CHECK_MSG(globalBounds.isValid(), "PxBroadPhaseExt::createRegionsFromWorldBounds(): invalid bounds provided!");
PX_CHECK_MSG(upAxis<3, "PxBroadPhaseExt::createRegionsFromWorldBounds(): invalid up-axis provided!");
const PxVec3& min = globalBounds.minimum;
const PxVec3& max = globalBounds.maximum;
const float dx = (max.x - min.x) / float(nbSubdiv);
const float dy = (max.y - min.y) / float(nbSubdiv);
const float dz = (max.z - min.z) / float(nbSubdiv);
PxU32 nbRegions = 0;
PxVec3 currentMin, currentMax;
for(PxU32 j=0;j<nbSubdiv;j++)
{
for(PxU32 i=0;i<nbSubdiv;i++)
{
if(upAxis==0)
{
currentMin = PxVec3(min.x, min.y + dy * float(i), min.z + dz * float(j));
currentMax = PxVec3(max.x, min.y + dy * float(i+1), min.z + dz * float(j+1));
}
else if(upAxis==1)
{
currentMin = PxVec3(min.x + dx * float(i), min.y, min.z + dz * float(j));
currentMax = PxVec3(min.x + dx * float(i+1), max.y, min.z + dz * float(j+1));
}
else if(upAxis==2)
{
currentMin = PxVec3(min.x + dx * float(i), min.y + dy * float(j), min.z);
currentMax = PxVec3(min.x + dx * float(i+1), min.y + dy * float(j+1), max.z);
}
regions[nbRegions++] = PxBounds3(currentMin, currentMax);
}
}
return nbRegions;
}