58 lines
2.5 KiB
C++
58 lines
2.5 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef GU_DISTANCE_SEGMENT_BOX_H
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#define GU_DISTANCE_SEGMENT_BOX_H
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#include "foundation/PxMat33.h"
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#include "GuSegment.h"
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#include "GuBox.h"
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namespace physx
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{
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namespace Gu
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{
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//! Compute the smallest distance from the (finite) line segment to the box.
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PX_PHYSX_COMMON_API PxReal distanceSegmentBoxSquared( const PxVec3& segmentPoint0, const PxVec3& segmentPoint1,
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const PxVec3& boxOrigin, const PxVec3& boxExtent, const PxMat33& boxBase,
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PxReal* segmentParam = NULL,
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PxVec3* boxParam = NULL);
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PX_FORCE_INLINE PxReal distanceSegmentBoxSquared(const Gu::Segment& segment, const Gu::Box& box, PxReal* t = NULL, PxVec3* p = NULL)
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{
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return distanceSegmentBoxSquared(segment.p0, segment.p1, box.center, box.extents, box.rot, t, p);
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}
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} // namespace Gu
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}
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#endif
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