feat(physics): wire physx sdk into build
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engine/third_party/physx/source/geomutils/include/GuDistanceSegmentSegment.h
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engine/third_party/physx/source/geomutils/include/GuDistanceSegmentSegment.h
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef GU_DISTANCE_SEGMENT_SEGMENT_H
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#define GU_DISTANCE_SEGMENT_SEGMENT_H
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#include "common/PxPhysXCommonConfig.h"
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#include "GuSegment.h"
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#include "foundation/PxVecMath.h"
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namespace physx
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{
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namespace Gu
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{
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// This version fixes accuracy issues (e.g. TTP 4617), but needs to do 2 square roots in order
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// to find the normalized direction and length of the segments, and then
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// a division in order to renormalize the output
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PX_PHYSX_COMMON_API PxReal distanceSegmentSegmentSquared( const PxVec3& origin0, const PxVec3& dir0, PxReal extent0,
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const PxVec3& origin1, const PxVec3& dir1, PxReal extent1,
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PxReal* s=NULL, PxReal* t=NULL);
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PX_PHYSX_COMMON_API PxReal distanceSegmentSegmentSquared( const PxVec3& origin0, const PxVec3& extent0,
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const PxVec3& origin1, const PxVec3& extent1,
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PxReal* s=NULL, PxReal* t=NULL);
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PX_FORCE_INLINE PxReal distanceSegmentSegmentSquared( const Gu::Segment& segment0,
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const Gu::Segment& segment1,
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PxReal* s=NULL, PxReal* t=NULL)
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{
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return distanceSegmentSegmentSquared( segment0.p0, segment0.computeDirection(),
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segment1.p0, segment1.computeDirection(),
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s, t);
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}
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PX_PHYSX_COMMON_API aos::FloatV distanceSegmentSegmentSquared( const aos::Vec3VArg p1, const aos::Vec3VArg d1, const aos::Vec3VArg p2, const aos::Vec3VArg d2,
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aos::FloatV& param0,
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aos::FloatV& param1);
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// This function do four segment segment closest point test in one go
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aos::Vec4V distanceSegmentSegmentSquared4( const aos::Vec3VArg p, const aos::Vec3VArg d,
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const aos::Vec3VArg p02, const aos::Vec3VArg d02,
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const aos::Vec3VArg p12, const aos::Vec3VArg d12,
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const aos::Vec3VArg p22, const aos::Vec3VArg d22,
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const aos::Vec3VArg p32, const aos::Vec3VArg d32,
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aos::Vec4V& s, aos::Vec4V& t);
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} // namespace Gu
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}
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#endif
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