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PhysX4.1/physx/source/geomutils/src/distance/GuDistancePointSegment.h
2025-11-28 23:13:44 +05:30

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//
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// Copyright (c) 2008-2021 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_POINT_SEGMENT_H
#define GU_DISTANCE_POINT_SEGMENT_H
#include "common/PxPhysXCommonConfig.h"
#include "GuSegment.h"
namespace physx
{
namespace Gu
{
// dir = p1 - p0
PX_FORCE_INLINE PxReal distancePointSegmentSquaredInternal(const PxVec3& p0, const PxVec3& dir, const PxVec3& point, PxReal* param=NULL)
{
PxVec3 diff = point - p0;
PxReal fT = diff.dot(dir);
if(fT<=0.0f)
{
fT = 0.0f;
}
else
{
const PxReal sqrLen = dir.magnitudeSquared();
if(fT>=sqrLen)
{
fT = 1.0f;
diff -= dir;
}
else
{
fT /= sqrLen;
diff -= fT*dir;
}
}
if(param)
*param = fT;
return diff.magnitudeSquared();
}
/**
A segment is defined by S(t) = mP0 * (1 - t) + mP1 * t, with 0 <= t <= 1
Alternatively, a segment is S(t) = Origin + t * Direction for 0 <= t <= 1.
Direction is not necessarily unit length. The end points are Origin = mP0 and Origin + Direction = mP1.
*/
PX_FORCE_INLINE PxReal distancePointSegmentSquared(const PxVec3& p0, const PxVec3& p1, const PxVec3& point, PxReal* param=NULL)
{
return distancePointSegmentSquaredInternal(p0, p1 - p0, point, param);
}
PX_INLINE PxReal distancePointSegmentSquared(const Gu::Segment& segment, const PxVec3& point, PxReal* param=NULL)
{
return distancePointSegmentSquared(segment.p0, segment.p1, point, param);
}
} // namespace Gu
}
#endif