// // 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_DISTANCE_SEGMENT_SEGMENT_H #define GU_DISTANCE_SEGMENT_SEGMENT_H #include "common/PxPhysXCommonConfig.h" #include "GuSegment.h" namespace physx { namespace Gu { // This version fixes accuracy issues (e.g. TTP 4617), but needs to do 2 square roots in order // to find the normalized direction and length of the segments, and then // a division in order to renormalize the output PX_PHYSX_COMMON_API PxReal distanceSegmentSegmentSquared( const PxVec3& origin0, const PxVec3& dir0, PxReal extent0, const PxVec3& origin1, const PxVec3& dir1, PxReal extent1, PxReal* s=NULL, PxReal* t=NULL); PX_PHYSX_COMMON_API PxReal distanceSegmentSegmentSquared( const PxVec3& origin0, const PxVec3& extent0, const PxVec3& origin1, const PxVec3& extent1, PxReal* s=NULL, PxReal* t=NULL); PX_FORCE_INLINE PxReal distanceSegmentSegmentSquared( const Gu::Segment& segment0, const Gu::Segment& segment1, PxReal* s=NULL, PxReal* t=NULL) { return distanceSegmentSegmentSquared( segment0.p0, segment0.computeDirection(), segment1.p0, segment1.computeDirection(), s, t); } } // namespace Gu } #endif