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#include "GuBV4.h"
#include "GuSweepSphereTriangle.h"
using namespace physx;
using namespace Gu;

#if PX_INTEL_FAMILY  && !defined(PX_SIMD_DISABLED)

#include "PsVecMath.h"
using namespace physx::shdfnd::aos;

#include "GuBV4_Common.h"
#include "GuInternal.h"

#define SWEEP_AABB_IMPL

	// PT: TODO: refactor structure (TA34704)
	struct RayParams
	{
		BV4_ALIGN16(Vec3p	mCenterOrMinCoeff_PaddedAligned);
		BV4_ALIGN16(Vec3p	mExtentsOrMaxCoeff_PaddedAligned);
	#ifndef GU_BV4_USE_SLABS
		BV4_ALIGN16(Vec3p	mData2_PaddedAligned);
		BV4_ALIGN16(Vec3p	mFDir_PaddedAligned);
		BV4_ALIGN16(Vec3p	mData_PaddedAligned);
		BV4_ALIGN16(Vec3p	mLocalDir_PaddedAligned);
	#endif
		BV4_ALIGN16(Vec3p	mOrigin_Padded);		// PT: TODO: this one could be switched to PaddedAligned & V4LoadA (TA34704)
	};

#include "GuBV4_BoxSweep_Params.h"

namespace
{
	struct CapsuleSweepParams : BoxSweepParams
	{
		Capsule	mLocalCapsule;
		PxVec3	mCapsuleCenter;
		PxVec3	mExtrusionDir;
		float	mBestAlignmentValue;
		float	mBestDistance;
		float	mMaxDist;
	};
}

#include "GuBV4_CapsuleSweep_Internal.h"
#include "GuBV4_AABBAABBSweepTest.h"
#ifdef GU_BV4_USE_SLABS
	#include "GuBV4_Slabs.h"
#endif
#include "GuBV4_ProcessStreamOrdered_SegmentAABB_Inflated.h"
#include "GuBV4_ProcessStreamNoOrder_SegmentAABB_Inflated.h"
#ifdef GU_BV4_USE_SLABS
	#include "GuBV4_Slabs_KajiyaNoOrder.h"
	#include "GuBV4_Slabs_KajiyaOrdered.h"
#endif

#define GU_BV4_PROCESS_STREAM_RAY_NO_ORDER
#define GU_BV4_PROCESS_STREAM_RAY_ORDERED
#include "GuBV4_Internal.h"

Ps::IntBool BV4_CapsuleSweepSingleAA(const Capsule& capsule, const PxVec3& dir, float maxDist, const BV4Tree& tree, SweepHit* PX_RESTRICT hit, PxU32 flags)
{
	const SourceMesh* PX_RESTRICT mesh = tree.mMeshInterface;

	CapsuleSweepParams Params;
	setupCapsuleParams(&Params, capsule, dir, maxDist, &tree, mesh, flags);

	if(tree.mNodes)
	{
		if(Params.mEarlyExit)
			processStreamRayNoOrder<1, LeafFunction_CapsuleSweepAny>(tree, &Params);
		else
			processStreamRayOrdered<1, LeafFunction_CapsuleSweepClosest>(tree, &Params);
	}
	else
		doBruteForceTests<LeafFunction_CapsuleSweepAny, LeafFunction_CapsuleSweepClosest>(mesh->getNbTriangles(), &Params);

	return computeImpactDataT<ImpactFunctionCapsule>(capsule, dir, hit, &Params, NULL, (flags & QUERY_MODIFIER_DOUBLE_SIDED)!=0, (flags & QUERY_MODIFIER_MESH_BOTH_SIDES)!=0);
}

#endif
