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// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //
//
//  Project:   Talina Gaming System (TgS) (∂)
//  File:      TgS Collision - Box AA-Point.cpp
//  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".
//
// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //




namespace TGS { // START TGS ///////////////////////////////////////////////////////////////////////////////////////////////////////
namespace COL { // START COL ///////////////////////////////////////////////////////////////////////////////////////////////////////

// ============================================================================================================================== //

// ---- F_ClosestSq ------------------------------------------------------------------------------------------------------------- //
// Input:  tgBA0: Box, Axis-Aligned primitive
// Input:  tvS0: Point
// Output: tvBA0: Point of closest proximity on the box, axis-aligned
// Return: Minimal distance between the two primitives or negative type max if they intersect or are invalid.
// ------------------------------------------------------------------------------------------------------------------------------ //

template <typename TYPE, int DIM>
TYPE F_ClosestSq( PC_(VECTOR,DIM) ptvBA0, CR_(BOXAA,DIM) tgBA0, M_(VECTOR,DIM) tvS0 )
{
    TgASSERT(tgBA0.Is_Valid() && MATH::F_Is_Point_Valid( tvS0 ))

    TYPE                                tyT0,tyT1, tyX,tyY,tyZ;
    TYPE                                tyDistSq = TYPE(0.0);

    tyT0 = tgBA0.Query_MinX() - tvS0.X();
    tyT1 = tvS0.X() - tgBA0.Query_MaxX();
    tyX = P::FSEL( tyT0, tgBA0.Query_MinX(), P::FSEL( tyT1, tgBA0.Query_MaxX(), tvS0.X() ) );
    tyDistSq += P::FSEL( tyT0, tyT0*tyT0, P::FSEL( tyT1, tyT1*tyT1, TYPE() ) );

    tyT0 = tgBA0.Query_MinY() - tvS0.Y();
    tyT1 = tvS0.Y() - tgBA0.Query_MaxY();
    tyY = P::FSEL( tyT0, tgBA0.Query_MinY(), P::FSEL( tyT1, tgBA0.Query_MaxY(), tvS0.Y() ) );
    tyDistSq += P::FSEL( tyT0, tyT0*tyT0, P::FSEL( tyT1, tyT1*tyT1, TYPE() ) );

    tyT0 = tgBA0.Query_MinZ() - tvS0.Z();
    tyT1 = tvS0.Z() - tgBA0.Query_MaxZ();
    tyZ = P::FSEL( tyT0, tgBA0.Query_MinZ(), P::FSEL( tyT1, tgBA0.Query_MaxZ(), tvS0.Z() ) );
    tyDistSq += P::FSEL( tyT0, tyT0*tyT0, P::FSEL( tyT1, tyT1*tyT1, TYPE() ) );

    *ptvBA0 = MATH::F_SETP<TYPE,DIM>( tyX,tyY,tyZ );

    return (P::FSEL( tyDistSq, tyDistSq, -LIMITS<TYPE>::MAX ));
}

template TgFLOAT32 F_ClosestSq( PC_TgF4VECTOR, CR_TgF4BOXAA, M_TgF4VECTOR );


// ============================================================================================================================== //

}; // END COL //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}; // END TGS //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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