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GuGJKUtil.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
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_GJKUTIL_H
30#define GU_GJKUTIL_H
31
32#include "foundation/PxVecMath.h"
33
34/*
35 This file is used to avoid the inner loop cross DLL calls
36*/
37namespace physx
38{
39namespace Gu
40{
41
42enum GjkStatus
43{
44 GJK_NON_INTERSECT, // two shapes doesn't intersect
45 GJK_CLOSE, // two shapes doesn't intersect and gjk algorithm will return closest point information
46 GJK_CONTACT, // two shapes overlap within margin
47 GJK_UNDEFINED, // undefined status
48 GJK_DEGENERATE, // gjk can't converage
49
50 EPA_CONTACT, // two shapes intersect
51 EPA_DEGENERATE, // epa can't converage
52 EPA_FAIL // epa fail to construct an initial polygon to work with
53};
54
56{
57public:
58 GjkOutput()
59 {
60 using namespace aos;
61 closestA = closestB = normal = V3Zero();
62 penDep = FZero();
63 }
64 aos::Vec3V closestA;
65 aos::Vec3V closestB;
66 aos::Vec3V normal;
67 aos::Vec3V searchDir;
68 aos::FloatV penDep;
69};
70
71}//Gu
72}//physx
73
74#endif
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition GuGJKUtil.h:56
Definition PxVecMathAoSScalar.h:52
Definition PxVecMathAoSScalar.h:77