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#include "GuSeparatingAxes.h"

using namespace physx;

union FloatInt
{
	float	f;
	PxU32	i;
};

bool Gu::SeparatingAxes::addAxis(const PxVec3& axis)
{
	PxU32 numAxes = getNumAxes();
	const PxVec3* PX_RESTRICT axes = getAxes();
	const PxVec3* PX_RESTRICT axes_end = axes + numAxes;
	while(axes<axes_end)
	{
		if(PxAbs(axis.dot(*axes))>0.9999f)
			return false;
		axes++;
	}

#ifdef SEP_AXIS_FIXED_MEMORY
	if(mNbAxes<SEP_AXIS_FIXED_MEMORY)
	{
		mAxes[mNbAxes++] = axis;
		return true;
	}

	return false;
#else
	mAxes.pushBack(axis);
	return true;
#endif
}
