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GuIntersectionRayBox.h
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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_RAY_BOX_H
30#define GU_INTERSECTION_RAY_BOX_H
31
32#include "foundation/PxMathIntrinsics.h"
33#include "common/PxPhysXCommonConfig.h"
34
35namespace physx
36{
37namespace Gu
38{
39
40 bool rayAABBIntersect(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& origin, const PxVec3& _dir, PxVec3& coord);
41 PxU32 rayAABBIntersect2(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& origin, const PxVec3& _dir, PxVec3& coord, PxReal & t);
42
43 // Collide ray defined by ray origin (rayOrigin) and ray direction (rayDirection)
44 // with the bounding box. Returns -1 on no collision and the face index
45 // for first intersection if a collision is found together with
46 // the distance to the collision points (tnear and tfar)
47 //
48 // ptchernev:
49 // Even though the above is the original comment by Pierre I am quite confident
50 // that the tnear and tfar parameters are parameters along rayDirection of the
51 // intersection points:
52 //
53 // ip0 = rayOrigin + (rayDirection * tnear)
54 // ip1 = rayOrigin + (rayDirection * tfar)
55 //
56 // The return code is:
57 // -1 no intersection
58 // 0 the ray first hits the plane at aabbMin.x
59 // 1 the ray first hits the plane at aabbMin.y
60 // 2 the ray first hits the plane at aabbMin.z
61 // 3 the ray first hits the plane at aabbMax.x
62 // 4 the ray first hits the plane at aabbMax.y
63 // 5 the ray first hits the plane at aabbMax.z
64 //
65 // The return code will be -1 if the RAY does not intersect the AABB.
66 // The tnear and tfar values will give the parameters of the intersection
67 // points between the INFINITE LINE and the AABB.
68 int PX_PHYSX_COMMON_API intersectRayAABB( const PxVec3& minimum, const PxVec3& maximum,
69 const PxVec3& rayOrigin, const PxVec3& rayDirection,
70 float& tnear, float& tfar);
71
72 // Faster version when one-over-dir is available
73 int intersectRayAABB( const PxVec3& minimum, const PxVec3& maximum,
74 const PxVec3& rayOrigin, const PxVec3& rayDirection, const PxVec3& invDirection,
75 float& tnear, float& tfar);
76
77 // minimum extent length required for intersectRayAABB2 to return true for a zero-extent box
78 // this can happen when inflating the raycast by a 2-d square
79 #define GU_MIN_AABB_EXTENT 1e-3f
80
81 // a much faster version that doesn't return face codes
82 bool PX_PHYSX_COMMON_API intersectRayAABB2(
83 const PxVec3& minimum, const PxVec3& maximum, const PxVec3& ro, const PxVec3& rd, float maxDist, float& tnear, float& tfar);
84
85} // namespace Gu
86
87}
88
89#endif
PxU32 rayAABBIntersect2(const PxVec3 &minimum, const PxVec3 &maximum, const PxVec3 &origin, const PxVec3 &_dir, PxVec3 &coord, PxReal &t)
Definition GuIntersectionRayBox.cpp:154
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39