183 lines
4.4 KiB
C++
183 lines
4.4 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_SEGMENT_H
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#define GU_SEGMENT_H
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/** \addtogroup geomutils
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@{
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*/
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#include "foundation/PxVec3.h"
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#include "Ps.h"
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#include "CmPhysXCommon.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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/**
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\brief Represents a line segment.
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Line segment geometry
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In some cases this structure will be used to represent the infinite line that passes point0 and point1.
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*/
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class Segment
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{
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public:
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/**
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\brief Constructor
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*/
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PX_INLINE Segment()
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{
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}
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/**
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\brief Constructor
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*/
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PX_INLINE Segment(const PxVec3& _p0, const PxVec3& _p1) : p0(_p0), p1(_p1)
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{
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}
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/**
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\brief Copy constructor
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*/
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PX_INLINE Segment(const Segment& seg) : p0(seg.p0), p1(seg.p1)
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{
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}
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/**
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\brief Destructor
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*/
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PX_INLINE ~Segment()
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{
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}
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//! Assignment operator
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PX_INLINE Segment& operator=(const Segment& other)
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{
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p0 = other.p0;
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p1 = other.p1;
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return *this;
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}
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//! Equality operator
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PX_INLINE bool operator==(const Segment& other) const
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{
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return (p0==other.p0 && p1==other.p1);
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}
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//! Inequality operator
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PX_INLINE bool operator!=(const Segment& other) const
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{
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return (p0!=other.p0 || p1!=other.p1);
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}
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PX_INLINE const PxVec3& getOrigin() const
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{
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return p0;
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}
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//! Return the vector from point0 to point1
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PX_INLINE PxVec3 computeDirection() const
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{
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return p1 - p0;
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}
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//! Return the vector from point0 to point1
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PX_INLINE void computeDirection(PxVec3& dir) const
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{
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dir = p1 - p0;
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}
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//! Return the center of the segment segment
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PX_INLINE PxVec3 computeCenter() const
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{
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return (p0 + p1)*0.5f;
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}
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PX_INLINE PxF32 computeLength() const
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{
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return (p1-p0).magnitude();
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}
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PX_INLINE PxF32 computeSquareLength() const
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{
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return (p1-p0).magnitudeSquared();
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}
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// PT: TODO: remove this one
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//! Return the square of the length of vector from point0 to point1
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PX_INLINE PxReal lengthSquared() const
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{
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return ((p1 - p0).magnitudeSquared());
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}
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// PT: TODO: remove this one
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//! Return the length of vector from point0 to point1
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PX_INLINE PxReal length() const
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{
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return ((p1 - p0).magnitude());
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}
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/* PX_INLINE void setOriginDirection(const PxVec3& origin, const PxVec3& direction)
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{
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p0 = p1 = origin;
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p1 += direction;
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}*/
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/**
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\brief Computes a point on the segment
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\param[out] pt point on segment
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\param[in] t point's parameter [t=0 => pt = mP0, t=1 => pt = mP1]
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*/
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PX_INLINE void computePoint(PxVec3& pt, PxF32 t) const
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{
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pt = p0 + t * (p1 - p0);
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}
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// PT: TODO: remove this one
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//! Return the point at parameter t along the line: point0 + t*(point1-point0)
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PX_INLINE PxVec3 getPointAt(PxReal t) const
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{
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return (p1 - p0)*t + p0;
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}
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PxVec3 p0; //!< Start of segment
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PxVec3 p1; //!< End of segment
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};
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PX_COMPILE_TIME_ASSERT(sizeof(Gu::Segment) == 24);
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}
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}
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/** @} */
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#endif
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