feat(physics): wire physx sdk into build
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102
engine/third_party/physx/source/geomutils/include/GuSphere.h
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102
engine/third_party/physx/source/geomutils/include/GuSphere.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_SPHERE_H
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#define GU_SPHERE_H
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#include "foundation/PxVec3.h"
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namespace physx
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{
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/**
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\brief Represents a sphere defined by its center point and radius.
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*/
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namespace Gu
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{
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class Sphere
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{
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public:
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/**
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\brief Constructor
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*/
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PX_INLINE Sphere()
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{
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}
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/**
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\brief Constructor
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*/
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PX_INLINE Sphere(const PxVec3& _center, PxF32 _radius) : center(_center), radius(_radius)
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{
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}
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/**
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\brief Copy constructor
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*/
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PX_INLINE Sphere(const Sphere& sphere) : center(sphere.center), radius(sphere.radius)
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{
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}
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/**
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\brief Destructor
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*/
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PX_INLINE ~Sphere()
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{
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}
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PX_INLINE void set(const PxVec3& _center, float _radius) { center = _center; radius = _radius; }
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/**
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\brief Checks the sphere is valid.
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\return true if the sphere is valid
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*/
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PX_INLINE bool isValid() const
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{
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// Consistency condition for spheres: Radius >= 0.0f
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return radius >= 0.0f;
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}
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/**
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\brief Tests if a point is contained within the sphere.
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\param[in] p the point to test
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\return true if inside the sphere
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*/
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PX_INLINE bool contains(const PxVec3& p) const
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{
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return (center-p).magnitudeSquared() <= radius*radius;
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}
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PxVec3 center; //!< Sphere's center
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PxF32 radius; //!< Sphere's radius
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};
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}
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}
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#endif
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