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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/headers/GuSegment.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 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