00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 00031 #ifndef PX_BVH_STRUCTURE_DESC_H 00032 #define PX_BVH_STRUCTURE_DESC_H 00033 00037 #include "common/PxCoreUtilityTypes.h" 00038 #include "common/PxPhysXCommonConfig.h" 00039 #include "foundation/PxTransform.h" 00040 #include "foundation/PxBounds3.h" 00041 00042 #if !PX_DOXYGEN 00043 namespace physx 00044 { 00045 #endif 00046 00053 class PxBVHStructureDesc 00054 { 00055 public: 00056 PX_INLINE PxBVHStructureDesc(); 00057 00061 PxBoundedData bounds; 00062 00066 PX_INLINE void setToDefault(); 00067 00072 PX_INLINE bool isValid() const; 00073 00074 00075 protected: 00076 }; 00077 00078 00079 00080 PX_INLINE PxBVHStructureDesc::PxBVHStructureDesc() 00081 { 00082 } 00083 00084 PX_INLINE void PxBVHStructureDesc::setToDefault() 00085 { 00086 *this = PxBVHStructureDesc(); 00087 } 00088 00089 PX_INLINE bool PxBVHStructureDesc::isValid() const 00090 { 00091 // Check BVH desc data 00092 if(!bounds.data) 00093 return false; 00094 if(bounds.stride < sizeof(PxBounds3)) //should be at least one point's worth of data 00095 return false; 00096 00097 if(bounds.count == 0) 00098 return false; 00099 00100 return true; 00101 } 00102 00103 #if !PX_DOXYGEN 00104 } // namespace physx 00105 #endif 00106 00107 00109 #endif // PX_BVH_STRUCTURE_DESC_H