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++ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
++ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
++ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
++ // SPDX-License-Identifier: Apache-2.0
++
++ #ifndef PX_MATH_UTILS_H
++ #define PX_MATH_UTILS_H
++
++
++ #include "foundation/PxFoundationConfig.h"
++ #include "foundation/PxSimpleTypes.h"
++ #include "foundation/PxVec4.h"
++ #include "foundation/PxAssert.h"
++ #include "foundation/PxPlane.h"
++ #include "foundation/PxMat33.h"
++
++
++ #if !PX_DOXYGEN
++ namespace physx
++ {
++ #endif
++
++ /**
++ \brief finds the shortest rotation between two vectors.
++
++ \param[in] from the vector to start from
++ \param[in] target the vector to rotate to
++ \return a rotation about an axis normal to the two vectors which takes one to the other via the shortest path
++ */
++ PX_FOUNDATION_API PxQuat PxShortestRotation(const PxVec3& from, const PxVec3& target);
++
++ /* \brief diagonalizes a 3x3 symmetric matrix y
++
++ The returned matrix satisfies M = R * D * R', where R is the rotation matrix for the output quaternion, R' its
++ transpose, and D the diagonal matrix
++
++ If the matrix is not symmetric, the result is undefined.
++
++ \param[in] m the matrix to diagonalize
++ \param[out] axes a quaternion rotation which diagonalizes the matrix
++ \return the vector diagonal of the diagonalized matrix.
++ */
++ PX_FOUNDATION_API PxVec3 PxDiagonalize(const PxMat33& m, PxQuat& axes);
++
++ /** \brief creates a transform from the endpoints of a segment, suitable for an actor transform for a PxCapsuleGeometry
++
++ \param[in] p0 one end of major axis of the capsule
++ \param[in] p1 the other end of the axis of the capsule
++ \param[out] halfHeight the halfHeight of the capsule. This parameter is optional.
++ \return A PxTransform which will transform the vector (1,0,0) to the capsule axis shrunk by the halfHeight
++ */
++ PX_FOUNDATION_API PxTransform PxTransformFromSegment(const PxVec3& p0, const PxVec3& p1, PxReal* halfHeight = NULL);
++
++ /** \brief creates a transform from a plane equation, suitable for an actor transform for a PxPlaneGeometry
++
++ \param[in] plane the desired plane equation
++ \return a PxTransform which will transform the plane PxPlane(1,0,0,0) to the specified plane
++ */
++ PX_FOUNDATION_API PxTransform PxTransformFromPlaneEquation(const PxPlane& plane);
++
++ /** \brief creates a plane equation from a transform, such as the actor transform for a PxPlaneGeometry
++
++ \param[in] pose the transform
++ \return the plane
++ */
++ PX_INLINE PxPlane PxPlaneEquationFromTransform(const PxTransform& pose)
++ {
++ return PxPlane(1.0f, 0.0f, 0.0f, 0.0f).transform(pose);
++ }
++
++ /**
++ \brief Spherical linear interpolation of two quaternions.
++ \param[in] t is the interpolation parameter in range (0, 1)
++ \param[in] left is the start of the interpolation
++ \param[in] right is the end of the interpolation
++ \return Returns left when t=0, right when t=1 and a linear interpolation of left and right when 0 < t < 1.
++ Returns angle between -PI and PI in radians
++ */
++ PX_CUDA_CALLABLE PX_INLINE PxQuat PxSlerp(const PxReal t, const PxQuat& left, const PxQuat& right)
++ {
++ const PxReal quatEpsilon = (PxReal(1.0e-8f));
++
++ PxReal cosine = left.dot(right);
++ PxReal sign = PxReal(1);
++ if (cosine < 0)
++ {
++ cosine = -cosine;
++ sign = PxReal(-1);
++ }
++
++ PxReal sine = PxReal(1) - cosine * cosine;
++
++ if (sine >= quatEpsilon * quatEpsilon)
++ {
++ sine = PxSqrt(sine);
++ const PxReal angle = PxAtan2(sine, cosine);
++ const PxReal i_sin_angle = PxReal(1) / sine;
++
++ const PxReal leftw = PxSin(angle * (PxReal(1) - t)) * i_sin_angle;
++ const PxReal rightw = PxSin(angle * t) * i_sin_angle * sign;
++
++ return left * leftw + right * rightw;
++ }
++
++ return left;
++ }
++
++ /**
++ \brief integrate transform.
++ \param[in] curTrans The current transform
++ \param[in] linvel Linear velocity
++ \param[in] angvel Angular velocity
++ \param[in] timeStep The time-step for integration
++ \param[out] result The integrated transform
++ */
++ PX_FOUNDATION_API void PxIntegrateTransform(const PxTransform& curTrans, const PxVec3& linvel, const PxVec3& angvel,
++ PxReal timeStep, PxTransform& result);
++
++ //! \brief Compute the exponent of a PxVec3
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat PxExp(const PxVec3& v)
++ {
++ const PxReal m = v.magnitudeSquared();
++ return m < 1e-24f ? PxQuat(PxIdentity) : PxQuat(PxSqrt(m), v * PxRecipSqrt(m));
++ }
++
++ /**
++ \brief computes a oriented bounding box around the scaled basis.
++ \param basis Input = skewed basis, Output = (normalized) orthogonal basis.
++ \return Bounding box extent.
++ */
++ PX_FOUNDATION_API PxVec3 PxOptimizeBoundingBox(PxMat33& basis);
++
++ /**
++ \brief return Returns the log of a PxQuat
++ */
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 PxLog(const PxQuat& q)
++ {
++ const PxReal s = q.getImaginaryPart().magnitude();
++ if (s < 1e-12f)
++ return PxVec3(0.0f);
++ // force the half-angle to have magnitude <= pi/2
++ PxReal halfAngle = q.w < 0 ? PxAtan2(-s, -q.w) : PxAtan2(s, q.w);
++ PX_ASSERT(halfAngle >= -PxPi / 2 && halfAngle <= PxPi / 2);
++
++ return q.getImaginaryPart().getNormalized() * 2.f * halfAngle;
++ }
++
++ /**
++ \brief return Returns 0 if v.x is largest element of v, 1 if v.y is largest element, 2 if v.z is largest element.
++ */
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 PxLargestAxis(const PxVec3& v)
++ {
++ PxU32 m = PxU32(v.y > v.x ? 1 : 0);
++ return v.z > v[m] ? 2 : m;
++ }
++
++ /**
++ \brief Compute tan(theta/2) given sin(theta) and cos(theta) as inputs.
++ \param[in] sin has value sin(theta)
++ \param[in] cos has value cos(theta)
++ \return Returns tan(theta/2)
++ */
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal PxTanHalf(PxReal sin, PxReal cos)
++ {
++ // PT: avoids divide by zero for singularity. We return sqrt(FLT_MAX) instead of FLT_MAX
++ // to make sure the calling code doesn't generate INF values when manipulating the returned value
++ // (some joints multiply it by 4, etc).
++ if (cos == -1.0f)
++ return sin < 0.0f ? -sqrtf(FLT_MAX) : sqrtf(FLT_MAX);
++
++ // PT: half-angle formula: tan(a/2) = sin(a)/(1+cos(a))
++ return sin / (1.0f + cos);
++ }
++
++ /**
++ \brief Compute the closest point on an 2d ellipse to a given 2d point.
++ \param[in] point is a 2d point in the y-z plane represented by (point.y, point.z)
++ \param[in] radii are the radii of the ellipse (radii.y and radii.z) in the y-z plane.
++ \return Returns the 2d position on the surface of the ellipse that is closest to point.
++ */
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 PxEllipseClamp(const PxVec3& point, const PxVec3& radii)
++ {
++ // lagrange multiplier method with Newton/Halley hybrid root-finder.
++ // for proof of Newton step robustness and initial estimate.
++ // Halley converges much faster but sometimes overshoots - when that happens we take
++ // a newton step instead
++
++ // converges in 1-2 iterations where D&C works well, and it's good with 4 iterations
++ // with any ellipse that isn't completely crazy
++
++ const PxU32 MAX_ITERATIONS = 20;
++ const PxReal convergenceThreshold = 1e-4f;
++
++ // iteration requires first quadrant but we recover generality later
++
++ PxVec3 q(0, PxAbs(point.y), PxAbs(point.z));
++ const PxReal tinyEps = 1e-6f; // very close to minor axis is numerically problematic but trivial
++ if (radii.y >= radii.z)
++ {
++ if (q.z < tinyEps)
++ return PxVec3(0, point.y > 0 ? radii.y : -radii.y, 0);
++ }
++ else
++ {
++ if (q.y < tinyEps)
++ return PxVec3(0, 0, point.z > 0 ? radii.z : -radii.z);
++ }
++
++ PxVec3 denom, e2 = radii.multiply(radii), eq = radii.multiply(q);
++
++ // we can use any initial guess which is > maximum(-e.y^2,-e.z^2) and for which f(t) is > 0.
++ // this guess works well near the axes, but is weak along the diagonals.
++
++ PxReal t = PxMax(eq.y - e2.y, eq.z - e2.z);
++
++ for (PxU32 i = 0; i < MAX_ITERATIONS; i++)
++ {
++ denom = PxVec3(0, 1 / (t + e2.y), 1 / (t + e2.z));
++ PxVec3 denom2 = eq.multiply(denom);
++
++ PxVec3 fv = denom2.multiply(denom2);
++ PxReal f = fv.y + fv.z - 1;
++
++ // although in exact arithmetic we are guaranteed f>0, we can get here
++ // on the first iteration via catastrophic cancellation if the point is
++ // very close to the origin. In that case we just behave as if f=0
++
++ if (f < convergenceThreshold)
++ return e2.multiply(point).multiply(denom);
++
++ PxReal df = fv.dot(denom) * -2.0f;
++ t = t - f / df;
++ }
++
++ // we didn't converge, so clamp what we have
++ PxVec3 r = e2.multiply(point).multiply(denom);
++ return r * PxRecipSqrt(PxSqr(r.y / radii.y) + PxSqr(r.z / radii.z));
++ }
++
++ /**
++ \brief Compute from an input quaternion q a pair of quaternions (swing, twist) such that
++ q = swing * twist
++ with the caveats that swing.x = twist.y = twist.z = 0.
++ \param[in] q is the quaternion to be decomposed into swing and twist quaternions.
++ \param[out] swing is the swing component of the quaternion decomposition.
++ \param[out] twist is the twist component of the quaternion decomposition.
++ */
++ PX_CUDA_CALLABLE PX_FORCE_INLINE void PxSeparateSwingTwist(const PxQuat& q, PxQuat& swing, PxQuat& twist)
++ {
++ twist = q.x != 0.0f ? PxQuat(q.x, 0, 0, q.w).getNormalized() : PxQuat(PxIdentity);
++ swing = q * twist.getConjugate();
++ }
++
++ /**
++ \brief Compute the angle between two non-unit vectors
++ \param[in] v0 is one of the non-unit vectors
++ \param[in] v1 is the other of the two non-unit vectors
++ \return Returns the angle (in radians) between the two vector v0 and v1.
++ */
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 PxComputeAngle(const PxVec3& v0, const PxVec3& v1)
++ {
++ const PxF32 cos = v0.dot(v1); // |v0|*|v1|*Cos(Angle)
++ const PxF32 sin = (v0.cross(v1)).magnitude(); // |v0|*|v1|*Sin(Angle)
++ return PxAtan2(sin, cos);
++ }
++
++ /**
++ \brief Compute two normalized vectors (right and up) that are perpendicular to an input normalized vector (dir).
++ \param[in] dir is a normalized vector that is used to compute the perpendicular vectors.
++ \param[out] right is the first of the two vectors perpendicular to dir
++ \param[out] up is the second of the two vectors perpendicular to dir
++ */
++ PX_CUDA_CALLABLE PX_INLINE void PxComputeBasisVectors(const PxVec3& dir, PxVec3& right, PxVec3& up)
++ {
++ // Derive two remaining vectors
++ if (PxAbs(dir.y) <= 0.9999f)
++ {
++ right = PxVec3(dir.z, 0.0f, -dir.x);
++ right.normalize();
++
++ // PT: normalize not needed for 'up' because dir & right are unit vectors,
++ // and by construction the angle between them is 90 degrees (i.e. sin(angle)=1)
++ up = PxVec3(dir.y * right.z, dir.z * right.x - dir.x * right.z, -dir.y * right.x);
++ }
++ else
++ {
++ right = PxVec3(1.0f, 0.0f, 0.0f);
++
++ up = PxVec3(0.0f, dir.z, -dir.y);
++ up.normalize();
++ }
++ }
++
++ /**
++ \brief Compute three normalized vectors (dir, right and up) that are parallel to (dir) and perpendicular to (right, up) the
++ normalized direction vector (p1 - p0)/||p1 - p0||.
++ \param[in] p0 is used to compute the normalized vector dir = (p1 - p0)/||p1 - p0||.
++ \param[in] p1 is used to compute the normalized vector dir = (p1 - p0)/||p1 - p0||.
++ \param[out] dir is the normalized vector (p1 - p0)/||p1 - p0||.
++ \param[out] right is the first of the two normalized vectors perpendicular to dir
++ \param[out] up is the second of the two normalized vectors perpendicular to dir
++ */
++ PX_INLINE void PxComputeBasisVectors(const PxVec3& p0, const PxVec3& p1, PxVec3& dir, PxVec3& right, PxVec3& up)
++ {
++ // Compute the new direction vector
++ dir = p1 - p0;
++ dir.normalize();
++
++ // Derive two remaining vectors
++ PxComputeBasisVectors(dir, right, up);
++ }
++
++
++ /**
++ \brief Compute (i+1)%3
++ */
++ PX_INLINE PxU32 PxGetNextIndex3(PxU32 i)
++ {
++ return (i + 1 + (i >> 1)) & 3;
++ }
++
++ /**
++ \brief Computes the barycentric coordinates for a point inside a tetrahedron.
++
++ This function calculates the barycentric coordinates of a point p with respect to a tetrahedron defined by vertices a, b, c, and d.
++
++ \param[in] a Vertex A of the tetrahedron
++ \param[in] b Vertex B of the tetrahedron
++ \param[in] c Vertex C of the tetrahedron
++ \param[in] d Vertex D of the tetrahedron
++ \param[in] p The point for which to compute the barycentric coordinates
++ \param[out] bary The resulting barycentric coordinates as a PxVec4
++ */
++ PX_INLINE PX_CUDA_CALLABLE void PxComputeBarycentric(const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& d, const PxVec3& p, PxVec4& bary)
++ {
++ const PxVec3 ba = b - a;
++ const PxVec3 ca = c - a;
++ const PxVec3 da = d - a;
++ const PxVec3 pa = p - a;
++
++ const PxReal detBcd = ba.dot(ca.cross(da));
++ const PxReal detPcd = pa.dot(ca.cross(da));
++
++ bary.y = detPcd / detBcd;
++
++ const PxReal detBpd = ba.dot(pa.cross(da));
++ bary.z = detBpd / detBcd;
++
++ const PxReal detBcp = ba.dot(ca.cross(pa));
++
++ bary.w = detBcp / detBcd;
++ bary.x = 1 - bary.y - bary.z - bary.w;
++ }
++
++ /**
++ \brief Computes the barycentric coordinates for a point inside a triangle.
++
++ This function calculates the barycentric coordinates of a point p with respect to a triangle defined by vertices a, b, and c.
++
++ \param[in] a Vertex A of the triangle
++ \param[in] b Vertex B of the triangle
++ \param[in] c Vertex C of the triangle
++ \param[in] p The point for which to compute the barycentric coordinates
++ \param[out] bary The resulting barycentric coordinates as a PxVec4
++ */
++ PX_INLINE PX_CUDA_CALLABLE void PxComputeBarycentric(const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& p, PxVec4& bary)
++ {
++ const PxVec3 v0 = b - a;
++ const PxVec3 v1 = c - a;
++ const PxVec3 v2 = p - a;
++
++ const float d00 = v0.dot(v0);
++ const float d01 = v0.dot(v1);
++ const float d11 = v1.dot(v1);
++ const float d20 = v2.dot(v0);
++ const float d21 = v2.dot(v1);
++
++ const float denom = d00 * d11 - d01 * d01;
++ const float v = (d11 * d20 - d01 * d21) / denom;
++ const float w = (d00 * d21 - d01 * d20) / denom;
++ const float u = 1.f - v - w;
++
++ bary.x = u; bary.y = v; bary.z = w;
++ bary.w = 0.f;
++ }
++
++ /**
++ \brief Computes the barycentric coordinates for a point inside a triangle (deprecated).
++
++ This function is deprecated. Use PxComputeBarycentric instead.
++
++ \param[in] a Vertex A of the triangle
++ \param[in] b Vertex B of the triangle
++ \param[in] c Vertex C of the triangle
++ \param[in] p The point for which to compute the barycentric coordinates
++ \param[out] bary The resulting barycentric coordinates as a PxVec4
++
++ \see PxComputeBarycentric
++ */
++ PX_INLINE PX_CUDA_CALLABLE PX_DEPRECATED void computeBarycentric(const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& p, PxVec4& bary)
++ {
++ PxComputeBarycentric(a, b, c, p, bary);
++ }
++
++ /**
++ \brief Computes the barycentric coordinates for a point inside a tetrahedron (deprecated).
++
++ This function is deprecated. Use PxComputeBarycentric instead.
++
++ \param[in] a Vertex A of the tetrahedron
++ \param[in] b Vertex B of the tetrahedron
++ \param[in] c Vertex C of the tetrahedron
++ \param[in] d Vertex D of the tetrahedron
++ \param[in] p The point for which to compute the barycentric coordinates
++ \param[out] bary The resulting barycentric coordinates as a PxVec4
++
++ \see PxComputeBarycentric
++ */
++ PX_INLINE PX_CUDA_CALLABLE PX_DEPRECATED void computeBarycentric(const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& d, const PxVec3& p, PxVec4& bary)
++ {
++ PxComputeBarycentric(a, b, c, d, p, bary);
++ }
++
++
++ /**
++ \brief Performs linear interpolation between two values.
++
++ \param[in] a The start value
++ \param[in] b The end value
++ \param[in] t The interpolation parameter in the range [0, 1]
++ \return The interpolated value
++ */
++ PX_INLINE PX_CUDA_CALLABLE static float PxLerp(float a, float b, float t)
++ {
++ return a + t * (b - a);
++ }
++
++ /**
++ \brief Performs bilinear interpolation.
++
++ \param[in] f00 The value at (0, 0)
++ \param[in] f10 The value at (1, 0)
++ \param[in] f01 The value at (0, 1)
++ \param[in] f11 The value at (1, 1)
++ \param[in] tx The interpolation parameter along the x-axis
++ \param[in] ty The interpolation parameter along the y-axis
++ \return The interpolated value
++
++ \see PxLerp
++ */
++ PX_INLINE PX_CUDA_CALLABLE static PxReal PxBiLerp(
++ const PxReal f00,
++ const PxReal f10,
++ const PxReal f01,
++ const PxReal f11,
++ const PxReal tx, const PxReal ty)
++ {
++ return PxLerp(
++ PxLerp(f00, f10, tx),
++ PxLerp(f01, f11, tx),
++ ty);
++ }
++
++ /**
++ \brief Performs trilinear interpolation.
++
++ \param[in] f000 The value at (0, 0, 0)
++ \param[in] f100 The value at (1, 0, 0)
++ \param[in] f010 The value at (0, 1, 0)
++ \param[in] f110 The value at (1, 1, 0)
++ \param[in] f001 The value at (0, 0, 1)
++ \param[in] f101 The value at (1, 0, 1)
++ \param[in] f011 The value at (0, 1, 1)
++ \param[in] f111 The value at (1, 1, 1)
++ \param[in] tx The interpolation parameter along the x-axis
++ \param[in] ty The interpolation parameter along the y-axis
++ \param[in] tz The interpolation parameter along the z-axis
++ \return The interpolated value
++
++ \see PxLerp PxBiLerp
++ */
++ PX_INLINE PX_CUDA_CALLABLE static PxReal PxTriLerp(
++ const PxReal f000,
++ const PxReal f100,
++ const PxReal f010,
++ const PxReal f110,
++ const PxReal f001,
++ const PxReal f101,
++ const PxReal f011,
++ const PxReal f111,
++ const PxReal tx,
++ const PxReal ty,
++ const PxReal tz)
++ {
++ return PxLerp(
++ PxBiLerp(f000, f100, f010, f110, tx, ty),
++ PxBiLerp(f001, f101, f011, f111, tx, ty),
++ tz);
++ }
++
++ /**
++ \brief Computes the 1D index for a 3D grid point.
++
++ \param[in] i The x-coordinate index
++ \param[in] j The y-coordinate index
++ \param[in] k The z-coordinate index
++ \param[in] nbX The number of grid points along the x-axis
++ \param[in] nbY The number of grid points along the y-axis
++ \return The 1D index corresponding to the 3D grid point
++ */
++ PX_INLINE PX_CUDA_CALLABLE static PxU32 PxSDFIdx(PxU32 i, PxU32 j, PxU32 k, PxU32 nbX, PxU32 nbY)
++ {
++ return i + j * nbX + k * nbX*nbY;
++ }
++
++ /**
++ \brief Samples the signed distance field (SDF) at a given local position.
++
++ This function samples the SDF at a given local position within the defined box bounds and calculates the interpolated distance value. It handles grid clamping and ensures that the sampled value is within the tolerance limit.
++
++ \param[in] sdf A pointer to the SDF data
++ \param[in] localPos The local position to sample the SDF
++ \param[in] sdfBoxLower The lower bound of the SDF box
++ \param[in] sdfBoxHigher The upper bound of the SDF box
++ \param[in] sdfDx The spacing between grid points in the SDF
++ \param[in] invSdfDx The inverse of the grid spacing
++ \param[in] dimX The number of grid points along the x-axis
++ \param[in] dimY The number of grid points along the y-axis
++ \param[in] dimZ The number of grid points along the z-axis
++ \param[in] tolerance The tolerance for clamping the grid points
++ \return The sampled SDF value
++
++ \see PxTriLerp PxSDFIdx
++ */
++ PX_INLINE PX_CUDA_CALLABLE static PxReal PxSDFSample(const PxReal* PX_RESTRICT sdf, const PxVec3& localPos, const PxVec3& sdfBoxLower,
++ const PxVec3& sdfBoxHigher, const PxReal sdfDx, const PxReal invSdfDx, const PxU32 dimX, const PxU32 dimY, const PxU32 dimZ, PxReal tolerance)
++ {
++ PxVec3 clampedGridPt = localPos.maximum(sdfBoxLower).minimum(sdfBoxHigher);
++
++ const PxVec3 diff = (localPos - clampedGridPt);
++
++ if (diff.magnitudeSquared() > tolerance*tolerance)
++ return PX_MAX_F32;
++
++ PxVec3 f = (clampedGridPt - sdfBoxLower) * invSdfDx;
++
++ PxU32 i = PxU32(f.x);
++ PxU32 j = PxU32(f.y);
++ PxU32 k = PxU32(f.z);
++
++ f -= PxVec3(PxReal(i), PxReal(j), PxReal(k));
++
++ if (i >= (dimX - 1))
++ {
++ i = dimX - 2;
++ clampedGridPt.x -= f.x * sdfDx;
++ f.x = 1.f;
++ }
++ if (j >= (dimY - 1))
++ {
++ j = dimY - 2;
++ clampedGridPt.y -= f.y * sdfDx;
++ f.y = 1.f;
++ }
++ if (k >= (dimZ - 1))
++ {
++ k = dimZ - 2;
++ clampedGridPt.z -= f.z * sdfDx;
++ f.z = 1.f;
++ }
++
++ const PxReal s000 = sdf[PxSDFIdx(i, j, k, dimX, dimY)];
++ const PxReal s100 = sdf[PxSDFIdx(i + 1, j, k, dimX, dimY)];
++ const PxReal s010 = sdf[PxSDFIdx(i, j + 1, k, dimX, dimY)];
++ const PxReal s110 = sdf[PxSDFIdx(i + 1, j + 1, k, dimX, dimY)];
++ const PxReal s001 = sdf[PxSDFIdx(i, j, k + 1, dimX, dimY)];
++ const PxReal s101 = sdf[PxSDFIdx(i + 1, j, k + 1, dimX, dimY)];
++ const PxReal s011 = sdf[PxSDFIdx(i, j + 1, k + 1, dimX, dimY)];
++ const PxReal s111 = sdf[PxSDFIdx(i + 1, j + 1, k + 1, dimX, dimY)];
++
++ PxReal dist = PxTriLerp(
++ s000,
++ s100,
++ s010,
++ s110,
++ s001,
++ s101,
++ s011,
++ s111,
++ f.x, f.y, f.z);
++
++ dist += diff.magnitude();
++
++ return dist;
++ }
++
++ #if !PX_DOXYGEN // remove due to failing references
++
++ PX_DEPRECATED struct Interpolation
++ {
++ /**
++ \brief Performs linear interpolation between two values.
++
++ \param[in] a The start value
++ \param[in] b The end value
++ \param[in] t The interpolation parameter in the range [0, 1]
++ \return The interpolated value
++
++ \deprecated Please use corresponding freestanding function outside of Interpolation scope.
++ */
++ PX_DEPRECATED PX_INLINE PX_CUDA_CALLABLE static float PxLerp(float a, float b, float t)
++ {
++ return ::physx::PxLerp(a, b, t);
++ }
++
++ /**
++ \brief Performs bilinear interpolation.
++
++ \param[in] f00 The value at (0, 0)
++ \param[in] f10 The value at (1, 0)
++ \param[in] f01 The value at (0, 1)
++ \param[in] f11 The value at (1, 1)
++ \param[in] tx The interpolation parameter along the x-axis
++ \param[in] ty The interpolation parameter along the y-axis
++ \return The interpolated value
++
++ \deprecated Please use corresponding freestanding function outside of Interpolation scope.
++ */
++ PX_DEPRECATED PX_INLINE PX_CUDA_CALLABLE static PxReal PxBiLerp(
++ const PxReal f00,
++ const PxReal f10,
++ const PxReal f01,
++ const PxReal f11,
++ const PxReal tx, const PxReal ty)
++ {
++ return ::physx::PxBiLerp(f00, f10, f01, f11, tx, ty);
++ }
++
++ /**
++ \brief Performs trilinear interpolation.
++
++ \param[in] f000 The value at (0, 0, 0)
++ \param[in] f100 The value at (1, 0, 0)
++ \param[in] f010 The value at (0, 1, 0)
++ \param[in] f110 The value at (1, 1, 0)
++ \param[in] f001 The value at (0, 0, 1)
++ \param[in] f101 The value at (1, 0, 1)
++ \param[in] f011 The value at (0, 1, 1)
++ \param[in] f111 The value at (1, 1, 1)
++ \param[in] tx The interpolation parameter along the x-axis
++ \param[in] ty The interpolation parameter along the y-axis
++ \param[in] tz The interpolation parameter along the z-axis
++ \return The interpolated value
++
++ \deprecated Please use corresponding freestanding function outside of Interpolation scope.
++ */
++ PX_DEPRECATED PX_INLINE PX_CUDA_CALLABLE static PxReal PxTriLerp(
++ const PxReal f000,
++ const PxReal f100,
++ const PxReal f010,
++ const PxReal f110,
++ const PxReal f001,
++ const PxReal f101,
++ const PxReal f011,
++ const PxReal f111,
++ const PxReal tx,
++ const PxReal ty,
++ const PxReal tz)
++ {
++ return ::physx::PxTriLerp(f000, f100, f010, f110, f001, f101, f011, f111, tx, ty, tz);
++ }
++
++ /**
++ \brief Computes the 1D index for a 3D grid point.
++
++ \param[in] i The x-coordinate index
++ \param[in] j The y-coordinate index
++ \param[in] k The z-coordinate index
++ \param[in] nbX The number of grid points along the x-axis
++ \param[in] nbY The number of grid points along the y-axis
++ \return The 1D index corresponding to the 3D grid point
++
++ \deprecated Please use corresponding freestanding function outside of Interpolation scope.
++ */
++ PX_DEPRECATED PX_INLINE PX_CUDA_CALLABLE static PxU32 PxSDFIdx(PxU32 i, PxU32 j, PxU32 k, PxU32 nbX, PxU32 nbY)
++ {
++ return ::physx::PxSDFIdx(i, j, k, nbX, nbY);
++ }
++
++ /**
++ \brief Samples the signed distance field (SDF) at a given local position.
++
++ This function samples the SDF at a given local position within the defined box bounds and calculates the interpolated distance value. It handles grid clamping and ensures that the sampled value is within the tolerance limit.
++
++ \param[in] sdf A pointer to the SDF data
++ \param[in] localPos The local position to sample the SDF
++ \param[in] sdfBoxLower The lower bound of the SDF box
++ \param[in] sdfBoxHigher The upper bound of the SDF box
++ \param[in] sdfDx The spacing between grid points in the SDF
++ \param[in] invSdfDx The inverse of the grid spacing
++ \param[in] dimX The number of grid points along the x-axis
++ \param[in] dimY The number of grid points along the y-axis
++ \param[in] dimZ The number of grid points along the z-axis
++ \param[in] tolerance The tolerance for clamping the grid points
++ \return The sampled SDF value
++
++ \deprecated Please use corresponding freestanding function outside of Interpolation scope.
++ */
++ PX_DEPRECATED PX_INLINE PX_CUDA_CALLABLE static PxReal PxSDFSampleImpl(const PxReal* PX_RESTRICT sdf, const PxVec3& localPos, const PxVec3& sdfBoxLower,
++ const PxVec3& sdfBoxHigher, const PxReal sdfDx, const PxReal invSdfDx, const PxU32 dimX, const PxU32 dimY, const PxU32 dimZ, PxReal tolerance)
++ {
++ return ::physx::PxSDFSample(sdf, localPos, sdfBoxLower, sdfBoxHigher, sdfDx, invSdfDx, dimX, dimY, dimZ, tolerance);
++ }
++ };
++ #endif // !PX_DOXYGEN // remove due to failing references
++
++ /**
++ \brief Samples the signed distance field (SDF) at a given local position with gradient computation (deprecated).
++
++ \param[in] sdf A pointer to the SDF data
++ \param[in] localPos The local position to sample the SDF
++ \param[in] sdfBoxLower The lower bound of the SDF box
++ \param[in] sdfBoxHigher The upper bound of the SDF box
++ \param[in] sdfDx The spacing between grid points in the SDF
++ \param[in] invSdfDx The inverse of the grid spacing
++ \param[in] dimX The number of grid points along the x-axis
++ \param[in] dimY The number of grid points along the y-axis
++ \param[in] dimZ The number of grid points along the z-axis
++ \param[out] gradient The resulting gradient vector
++ \param[in] tolerance The tolerance for clamping the grid points (default is PX_MAX_F32)
++ \return The sampled SDF value
++ \deprecated Please use PxSDFSample.
++ */
++ PX_DEPRECATED PX_INLINE PX_CUDA_CALLABLE PxReal PxSdfSample(const PxReal* PX_RESTRICT sdf, const PxVec3& localPos, const PxVec3& sdfBoxLower,
++ const PxVec3& sdfBoxHigher, const PxReal sdfDx, const PxReal invSdfDx, const PxU32 dimX, const PxU32 dimY, const PxU32 dimZ, PxVec3& gradient, PxReal tolerance = PX_MAX_F32)
++ {
++ PxReal dist = PxSDFSample(sdf, localPos, sdfBoxLower, sdfBoxHigher, sdfDx, invSdfDx, dimX, dimY, dimZ, tolerance);
++
++ if (dist < tolerance)
++ {
++
++ PxVec3 grad;
++ grad.x = PxSDFSample(sdf, localPos + PxVec3(sdfDx, 0.f, 0.f), sdfBoxLower, sdfBoxHigher, sdfDx, invSdfDx, dimX, dimY, dimZ, tolerance) -
++ PxSDFSample(sdf, localPos - PxVec3(sdfDx, 0.f, 0.f), sdfBoxLower, sdfBoxHigher, sdfDx, invSdfDx, dimX, dimY, dimZ, tolerance);
++ grad.y = PxSDFSample(sdf, localPos + PxVec3(0.f, sdfDx, 0.f), sdfBoxLower, sdfBoxHigher, sdfDx, invSdfDx, dimX, dimY, dimZ, tolerance) -
++ PxSDFSample(sdf, localPos - PxVec3(0.f, sdfDx, 0.f), sdfBoxLower, sdfBoxHigher, sdfDx, invSdfDx, dimX, dimY, dimZ, tolerance);
++ grad.z = PxSDFSample(sdf, localPos + PxVec3(0.f, 0.f, sdfDx), sdfBoxLower, sdfBoxHigher, sdfDx, invSdfDx, dimX, dimY, dimZ, tolerance) -
++ PxSDFSample(sdf, localPos - PxVec3(0.f, 0.f, sdfDx), sdfBoxLower, sdfBoxHigher, sdfDx, invSdfDx, dimX, dimY, dimZ, tolerance);
++
++ gradient = grad;
++
++ }
++
++ return dist;
++ }
++
++ #if !PX_DOXYGEN
++ } // namespace physx
++ #endif
++
++ #endif