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XCEngine/engine/third_party/physx/source/geomutils/src/gjk/GuGJKUtil.h

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// Redistribution and use in source and binary forms, with or without
// 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.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 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_GJKUTIL_H
#define GU_GJKUTIL_H
#include "foundation/PxVecMath.h"
/*
This file is used to avoid the inner loop cross DLL calls
*/
namespace physx
{
namespace Gu
{
enum GjkStatus
{
GJK_NON_INTERSECT, // two shapes doesn't intersect
GJK_CLOSE, // two shapes doesn't intersect and gjk algorithm will return closest point information
GJK_CONTACT, // two shapes overlap within margin
GJK_UNDEFINED, // undefined status
GJK_DEGENERATE, // gjk can't converge
EPA_CONTACT, // two shapes intersect
EPA_DEGENERATE, // epa can't converge
EPA_FAIL // epa fail to construct an initial polygon to work with
};
struct GjkOutput
{
public:
GjkOutput()
{
using namespace aos;
closestA = closestB = normal = V3Zero();
penDep = FZero();
}
aos::Vec3V closestA;
aos::Vec3V closestB;
aos::Vec3V normal;
aos::Vec3V searchDir;
aos::FloatV penDep;
};
}//Gu
}//physx
#endif