32#include "foundation/PxVec3.h"
33#include "geometry/PxGeometry.h"
48 #define GU_MTD_FUNC_PARAMS PxVec3& mtd, PxF32& depth, \
49 const PxGeometry& geom0, const PxTransform& pose0, \
50 const PxGeometry& geom1, const PxTransform& pose1
56 typedef bool (*GeomMTDFunc) (GU_MTD_FUNC_PARAMS);
58 PX_FORCE_INLINE PxF32 manualNormalize(PxVec3& mtd,
const PxVec3& normal, PxReal lenSq)
60 const PxF32 len =
PxSqrt(lenSq);
64 mtd = PxVec3(1.0f, 0.0f, 0.0f);
66 mtd = normal * 1.0f / len;
#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
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSqrt(float a)
Square root.
Definition PxMath.h:146