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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#ifndef BEST_FIT_H
#define BEST_FIT_H
// A code snippet to compute the best fit AAB, OBB, plane, capsule and sphere
// Quaternions are assumed a float X,Y,Z,W
// Matrices are assumed 4x4 D3DX style format passed as a float pointer
// The orientation of a capsule is assumed that height is along the Y axis, the same format as the PhysX SDK uses
// The best fit plane routine is derived from code previously published by David Eberly on his Magic Software site.
// The best fit OBB is computed by first approximating the best fit plane, and then brute force rotating the points
// around a single axis to derive the closest fit. If you set 'bruteforce' to false, it will just use the orientation
// derived from the best fit plane, which is close enough in most cases, but not all.
// Each routine allows you to pass the point stride between position elements in your input vertex stream.
// These routines should all be thread safe as they make no use of any global variables.
namespace SharedTools
{
bool computeBestFitPlane(size_t vcount, // number of input data points
const float* points, // starting address of points array.
size_t vstride, // stride between input points.
const float* weights, // *optional point weighting values.
size_t wstride, // weight stride for each vertex.
float plane[4]);
float computeBestFitAABB(size_t vcount, const float* points, size_t pstride, float bmin[3], float bmax[3]); // returns the diagonal distance
float computeBestFitSphere(size_t vcount, const float* points, size_t pstride, float center[3]);
void computeBestFitOBB(size_t vcount, const float* points, size_t pstride, float* sides, float matrix[16], bool bruteForce);
void computeBestFitOBB(size_t vcount, const float* points, size_t pstride, float* sides, float pos[3], float quat[4], bool bruteForce);
void computeBestFitCapsule(size_t vcount, const float* points, size_t pstride, float& radius, float& height, float matrix[16], bool bruteForce);
void computeBestFitCapsule(size_t vcount, const float* points, size_t pstride, float& radius, float& height, float pos[3], float quat[4], bool bruteForce);
};
#endif
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