Projekt_Grafika/dependencies/physx-4.1/source/geomutils/include/GuSegment.h

183 lines
4.4 KiB
C
Raw Normal View History

2021-01-29 17:02:11 +01:00
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef GU_SEGMENT_H
#define GU_SEGMENT_H
/** \addtogroup geomutils
@{
*/
#include "foundation/PxVec3.h"
#include "Ps.h"
#include "CmPhysXCommon.h"
namespace physx
{
namespace Gu
{
/**
\brief Represents a line segment.
Line segment geometry
In some cases this structure will be used to represent the infinite line that passes point0 and point1.
*/
class Segment
{
public:
/**
\brief Constructor
*/
PX_INLINE Segment()
{
}
/**
\brief Constructor
*/
PX_INLINE Segment(const PxVec3& _p0, const PxVec3& _p1) : p0(_p0), p1(_p1)
{
}
/**
\brief Copy constructor
*/
PX_INLINE Segment(const Segment& seg) : p0(seg.p0), p1(seg.p1)
{
}
/**
\brief Destructor
*/
PX_INLINE ~Segment()
{
}
//! Assignment operator
PX_INLINE Segment& operator=(const Segment& other)
{
p0 = other.p0;
p1 = other.p1;
return *this;
}
//! Equality operator
PX_INLINE bool operator==(const Segment& other) const
{
return (p0==other.p0 && p1==other.p1);
}
//! Inequality operator
PX_INLINE bool operator!=(const Segment& other) const
{
return (p0!=other.p0 || p1!=other.p1);
}
PX_INLINE const PxVec3& getOrigin() const
{
return p0;
}
//! Return the vector from point0 to point1
PX_INLINE PxVec3 computeDirection() const
{
return p1 - p0;
}
//! Return the vector from point0 to point1
PX_INLINE void computeDirection(PxVec3& dir) const
{
dir = p1 - p0;
}
//! Return the center of the segment segment
PX_INLINE PxVec3 computeCenter() const
{
return (p0 + p1)*0.5f;
}
PX_INLINE PxF32 computeLength() const
{
return (p1-p0).magnitude();
}
PX_INLINE PxF32 computeSquareLength() const
{
return (p1-p0).magnitudeSquared();
}
// PT: TODO: remove this one
//! Return the square of the length of vector from point0 to point1
PX_INLINE PxReal lengthSquared() const
{
return ((p1 - p0).magnitudeSquared());
}
// PT: TODO: remove this one
//! Return the length of vector from point0 to point1
PX_INLINE PxReal length() const
{
return ((p1 - p0).magnitude());
}
/* PX_INLINE void setOriginDirection(const PxVec3& origin, const PxVec3& direction)
{
p0 = p1 = origin;
p1 += direction;
}*/
/**
\brief Computes a point on the segment
\param[out] pt point on segment
\param[in] t point's parameter [t=0 => pt = mP0, t=1 => pt = mP1]
*/
PX_INLINE void computePoint(PxVec3& pt, PxF32 t) const
{
pt = p0 + t * (p1 - p0);
}
// PT: TODO: remove this one
//! Return the point at parameter t along the line: point0 + t*(point1-point0)
PX_INLINE PxVec3 getPointAt(PxReal t) const
{
return (p1 - p0)*t + p0;
}
PxVec3 p0; //!< Start of segment
PxVec3 p1; //!< End of segment
};
PX_COMPILE_TIME_ASSERT(sizeof(Gu::Segment) == 24);
}
}
/** @} */
#endif