// // 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_BOX_H #define GU_DISTANCE_SEGMENT_BOX_H #include "foundation/PxMat33.h" #include "GuSegment.h" #include "GuBox.h" namespace physx { namespace Gu { //! Compute the smallest distance from the (finite) line segment to the box. PX_PHYSX_COMMON_API PxReal distanceSegmentBoxSquared( const PxVec3& segmentPoint0, const PxVec3& segmentPoint1, const PxVec3& boxOrigin, const PxVec3& boxExtent, const PxMat33& boxBase, PxReal* segmentParam = NULL, PxVec3* boxParam = NULL); PX_FORCE_INLINE PxReal distanceSegmentBoxSquared(const Gu::Segment& segment, const Gu::Box& box, PxReal* t = NULL, PxVec3* p = NULL) { return distanceSegmentBoxSquared(segment.p0, segment.p1, box.center, box.extents, box.rot, t, p); } } // namespace Gu } #endif