#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