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GuDistanceSegmentSegment.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef GU_DISTANCE_SEGMENT_SEGMENT_H
30#define GU_DISTANCE_SEGMENT_SEGMENT_H
31
32#include "common/PxPhysXCommonConfig.h"
33#include "GuSegment.h"
34
35namespace physx
36{
37namespace Gu
38{
39 // This version fixes accuracy issues (e.g. TTP 4617), but needs to do 2 square roots in order
40 // to find the normalized direction and length of the segments, and then
41 // a division in order to renormalize the output
42
43 PX_PHYSX_COMMON_API PxReal distanceSegmentSegmentSquared( const PxVec3& origin0, const PxVec3& dir0, PxReal extent0,
44 const PxVec3& origin1, const PxVec3& dir1, PxReal extent1,
45 PxReal* s=NULL, PxReal* t=NULL);
46
47 PX_PHYSX_COMMON_API PxReal distanceSegmentSegmentSquared( const PxVec3& origin0, const PxVec3& extent0,
48 const PxVec3& origin1, const PxVec3& extent1,
49 PxReal* s=NULL, PxReal* t=NULL);
50
51 PX_FORCE_INLINE PxReal distanceSegmentSegmentSquared( const Gu::Segment& segment0,
52 const Gu::Segment& segment1,
53 PxReal* s=NULL, PxReal* t=NULL)
54 {
55 return distanceSegmentSegmentSquared( segment0.p0, segment0.computeDirection(),
56 segment1.p0, segment1.computeDirection(),
57 s, t);
58 }
59
60} // namespace Gu
61
62}
63
64#endif
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39