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GuIntersectionBoxBox.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_INTERSECTION_BOX_BOX_H
30#define GU_INTERSECTION_BOX_BOX_H
31
32#include "foundation/PxMat33.h"
33#include "foundation/PxBounds3.h"
34#include "GuBox.h"
35
36namespace physx
37{
38namespace Gu
39{
40 PX_PHYSX_COMMON_API bool intersectOBBOBB(const PxVec3& e0, const PxVec3& c0, const PxMat33& r0, const PxVec3& e1, const PxVec3& c1, const PxMat33& r1, bool full_test);
41
42 PX_FORCE_INLINE bool intersectOBBAABB(const Gu::Box& obb, const PxBounds3& aabb)
43 {
44 PxVec3 center = aabb.getCenter();
45 PxVec3 extents = aabb.getExtents();
46 return intersectOBBOBB(obb.extents, obb.center, obb.rot, extents, center, PxMat33(PxIdentity), true);
47 }
48
49} // namespace Gu
50
51}
52
53#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