// 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) 2008-2017 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_SWEEP_BOX_TRIANGLE_FEATURE_BASED_H #define GU_SWEEP_BOX_TRIANGLE_FEATURE_BASED_H #include "foundation/PxVec3.h" #include "foundation/PxPlane.h" #include "CmPhysXCommon.h" namespace physx { class PxTriangle; namespace Gu { /** Sweeps a box against a triangle, using a 'feature-based' approach. This is currently only used for computing the box-sweep impact data, in a second pass, after the best triangle has been identified using faster approaches (SAT/GJK). \warning Returned impact normal is not normalized \param tri [in] the triangle \param box [in] the box \param motion [in] (box) motion vector \param oneOverMotion [in] precomputed inverse of motion vector \param hit [out] impact point \param normal [out] impact normal (warning: not normalized) \param d [in/out] impact distance (please initialize with best current distance) \param isDoubleSided [in] whether triangle is double-sided or not \return true if an impact has been found */ bool sweepBoxTriangle( const PxTriangle& tri, const PxBounds3& box, const PxVec3& motion, const PxVec3& oneOverMotion, PxVec3& hit, PxVec3& normal, PxReal& d, bool isDoubleSided=false); } // namespace Gu } #endif