RavEngine
Loading...
Searching...
No Matches
GuBV32Build.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef GU_BV32_BUILD_H
30#define GU_BV32_BUILD_H
31
32#include "foundation/PxSimpleTypes.h"
33#include "common/PxPhysXCommonConfig.h"
34
35#define BV32_VALIDATE 0
36
37namespace physx
38{
39 namespace Gu
40 {
41 class BV32Tree;
42 class SourceMeshBase;
43
44 bool BuildBV32Ex(BV32Tree& tree, SourceMeshBase& mesh, float epsilon, PxU32 nbPrimitivesPerLeaf);
45
46 } // namespace Gu
47}
48
49#endif // GU_BV32_BUILD_H
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39