// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // // // Project: Talina Gaming System (TgS) (∂) // File: TgS Collision - Circle-Point.inl // Author: Andrew Aye (EMail: andrew.aye@gmail.com, Web: http://www.andrewaye.com) // Version: 3.11 // // ------------------------------------------------------------------------------------------------------------------------------ // // // Copyright: © 2002-2008, Andrew Aye. All Rights Reserved. // // This software is free for non-commercial use. 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 this copyright notice, this list of conditions and the following disclaimers. // Redistributions in binary form must reproduce this copyright notice, this list of conditions and the following // disclaimers in the documentation and other materials provided with the distribution. // // Neither the names of the copyright owner nor the names of its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // The intellectual property rights of the algorithms used reside with Andrew Aye. You may not use this software, in whole or // in part, in support of any commercial product without the express written consent of the author. // // There is no warranty or other guarantee of fitness of this software for any purpose. It is provided solely "as is". // // =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // #if !defined(_TGS_COLLISION_CIRCLE_POINT_INL_) #define _TGS_COLLISION_CIRCLE_POINT_INL_ #pragma once // ============================================================================================================================== // // F_Dist[Sq], F_Closest[Sq] - Return the minimal distance [squared] between the primitives or negative type max if intersecting. // tgCI0 Circle (Input) // tVS0 Point (Input) // tvCI0 The point of closest proximity on the point. (Output) // ============================================================================================================================== // namespace TGS { // START TGS /////////////////////////////////////////////////////////////////////////////////////////////////////// namespace COL { // START COL /////////////////////////////////////////////////////////////////////////////////////////////////////// // ============================================================================================================================== // template <typename TYPE, int DIM> TgFORCEINLINE TYPE F_DistSq( CR_(CIRCLE,DIM) tgCI0, M_(VECTOR,DIM) tvS1 ) { const TYPE tyDistSq = F_DistSq( tgCI0.Query_Origin(),tgCI0.Query_Normal(),tgCI0.Query_Radius(), tvS1 ); return (P::FSEL( tyDistSq, tyDistSq, -LIMITS<TYPE>::MAX )); }; template <typename TYPE, int DIM> TgFORCEINLINE TYPE F_Dist( CR_(CIRCLE,DIM) tgCI0, M_(VECTOR,DIM) tvS1 ) { const TYPE tyDistSq = F_DistSq( tgCI0.Query_Origin(),tgCI0.Query_Normal(),tgCI0.Query_Radius(), tvS1 ); return (P::FSEL( tyDistSq, P::SQRT( tyDistSq ), -LIMITS<TYPE>::MAX )); }; // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // template <typename TYPE, int DIM> TgFORCEINLINE TYPE F_ClosestSq( PC_(VECTOR,DIM) ptvCI0, CR_(CIRCLE,DIM) tgCI0, M_(VECTOR,DIM) tvS1 ) { const TYPE tyDistSq = F_ClosestSq( ptvCI0, tgCI0.Query_Origin(),tgCI0.Query_Normal(),tgCI0.Query_Radius(), tvS1 ); return (P::FSEL( tyDistSq, tyDistSq, -LIMITS<TYPE>::MAX )); }; template <typename TYPE, int DIM> TgFORCEINLINE TYPE F_Closest( PC_(VECTOR,DIM) ptvCI0, CR_(CIRCLE,DIM) tgCI0, M_(VECTOR,DIM) tvS1 ) { const TYPE tyDistSq = F_ClosestSq( ptvCI0, tgCI0.Query_Origin(),tgCI0.Query_Normal(),tgCI0.Query_Radius(), tvS1 ); return (P::FSEL( tyDistSq, P::SQRT( tyDistSq ), -LIMITS<TYPE>::MAX )); }; // ============================================================================================================================== // }; // END COL ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// }; // END TGS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif // END ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////