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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_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