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- #ifndef B3_UPDATE_AABBS_H
- #define B3_UPDATE_AABBS_H
- #include "Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h"
- #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Collidable.h"
- #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
- void b3ComputeWorldAabb(int bodyId, __global const b3RigidBodyData_t* bodies, __global const b3Collidable_t* collidables, __global const b3Aabb_t* localShapeAABB, __global b3Aabb_t* worldAabbs)
- {
- __global const b3RigidBodyData_t* body = &bodies[bodyId];
- b3Float4 position = body->m_pos;
- b3Quat orientation = body->m_quat;
- int collidableIndex = body->m_collidableIdx;
- int shapeIndex = collidables[collidableIndex].m_shapeIndex;
- if (shapeIndex >= 0)
- {
- b3Aabb_t localAabb = localShapeAABB[collidableIndex];
- b3Aabb_t worldAabb;
- b3Float4 aabbAMinOut, aabbAMaxOut;
- float margin = 0.f;
- b3TransformAabb2(localAabb.m_minVec, localAabb.m_maxVec, margin, position, orientation, &aabbAMinOut, &aabbAMaxOut);
- worldAabb.m_minVec = aabbAMinOut;
- worldAabb.m_minIndices[3] = bodyId;
- worldAabb.m_maxVec = aabbAMaxOut;
- worldAabb.m_signedMaxIndices[3] = body[bodyId].m_invMass == 0.f ? 0 : 1;
- worldAabbs[bodyId] = worldAabb;
- }
- }
- #endif //B3_UPDATE_AABBS_H
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