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//
// 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 PX_PHYSICS_EXTENSIONS_BROAD_PHASE_H
#define PX_PHYSICS_EXTENSIONS_BROAD_PHASE_H
/** \addtogroup extensions
  @{
*/

#include "PxPhysXConfig.h"
#include "common/PxPhysXCommonConfig.h"

#if !PX_DOXYGEN
namespace physx
{
#endif

class PxBroadPhaseExt
{
public:

	/**
	\brief Creates regions for PxSceneDesc, from a global box.

	This helper simply subdivides the given global box into a 2D grid of smaller boxes. Each one of those smaller boxes
	is a region of interest for the broadphase. There are nbSubdiv*nbSubdiv regions in the 2D grid. The function does not
	subdivide along the given up axis.

	This is the simplest setup one can use with PxBroadPhaseType::eMBP. A more sophisticated setup would try to cover
	the game world with a non-uniform set of regions (i.e. not just a grid).

	\param[out]	regions			Regions computed from the input global box
	\param[in]	globalBounds	World-space box covering the game world
	\param[in]	nbSubdiv		Grid subdivision level. The function will create nbSubdiv*nbSubdiv regions.
	\param[in]	upAxis			Up axis (0 for X, 1 for Y, 2 for Z).
	\return		number of regions written out to the 'regions' array

	@see PxSceneDesc PxBroadPhaseType
	*/
	static	PxU32	createRegionsFromWorldBounds(PxBounds3* regions, const PxBounds3& globalBounds, PxU32 nbSubdiv, PxU32 upAxis=1);
};

#if !PX_DOXYGEN
} // namespace physx
#endif

/** @} */
#endif

Commits for Divide-Dependencies/physx/PhysX_3.4/Include/extensions/PxBroadPhaseExt.h

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx