// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "GuDistancePointBox.h" using namespace physx; PxReal Gu::distancePointBoxSquared( const PxVec3& point, const PxVec3& boxOrigin, const PxVec3& boxExtent, const PxMat33& boxBase, PxVec3* boxParam) { // Compute coordinates of point in box coordinate system const PxVec3 diff = point - boxOrigin; PxVec3 closest( boxBase.column0.dot(diff), boxBase.column1.dot(diff), boxBase.column2.dot(diff)); // Project test point onto box PxReal sqrDistance = 0.0f; for(PxU32 ax=0; ax<3; ax++) { if(closest[ax] < -boxExtent[ax]) { const PxReal delta = closest[ax] + boxExtent[ax]; sqrDistance += delta*delta; closest[ax] = -boxExtent[ax]; } else if(closest[ax] > boxExtent[ax]) { const PxReal delta = closest[ax] - boxExtent[ax]; sqrDistance += delta*delta; closest[ax] = boxExtent[ax]; } } if(boxParam) *boxParam = closest; return sqrDistance; }