Revision control
- //
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// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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//
- // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
+ // Copyright (c) 2008-2026 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef GU_DISTANCE_SEGMENT_SEGMENT_H
#define GU_DISTANCE_SEGMENT_SEGMENT_H
#include "common/PxPhysXCommonConfig.h"
#include "GuSegment.h"
+ #include "foundation/PxVecMath.h"
namespace physx
{
namespace Gu
{
// This version fixes accuracy issues (e.g. TTP 4617), but needs to do 2 square roots in order
// to find the normalized direction and length of the segments, and then
// a division in order to renormalize the output
PX_PHYSX_COMMON_API PxReal distanceSegmentSegmentSquared( const PxVec3& origin0, const PxVec3& dir0, PxReal extent0,
const PxVec3& origin1, const PxVec3& dir1, PxReal extent1,
PxReal* s=NULL, PxReal* t=NULL);
PX_PHYSX_COMMON_API PxReal distanceSegmentSegmentSquared( const PxVec3& origin0, const PxVec3& extent0,
const PxVec3& origin1, const PxVec3& extent1,
PxReal* s=NULL, PxReal* t=NULL);
PX_FORCE_INLINE PxReal distanceSegmentSegmentSquared( const Gu::Segment& segment0,
const Gu::Segment& segment1,
PxReal* s=NULL, PxReal* t=NULL)
{
return distanceSegmentSegmentSquared( segment0.p0, segment0.computeDirection(),
segment1.p0, segment1.computeDirection(),
s, t);
}
+ PX_PHYSX_COMMON_API aos::FloatV distanceSegmentSegmentSquared( const aos::Vec3VArg p1, const aos::Vec3VArg d1, const aos::Vec3VArg p2, const aos::Vec3VArg d2,
+ aos::FloatV& param0,
+ aos::FloatV& param1);
+
+ // This function do four segment segment closest point test in one go
+ aos::Vec4V distanceSegmentSegmentSquared4( const aos::Vec3VArg p, const aos::Vec3VArg d,
+ const aos::Vec3VArg p02, const aos::Vec3VArg d02,
+ const aos::Vec3VArg p12, const aos::Vec3VArg d12,
+ const aos::Vec3VArg p22, const aos::Vec3VArg d22,
+ const aos::Vec3VArg p32, const aos::Vec3VArg d32,
+ aos::Vec4V& s, aos::Vec4V& t);
+
} // namespace Gu
-
}
#endif