#ifndef NX_INTERSECTION_RAY_SPHERE #define NX_INTERSECTION_RAY_SPHERE /** \addtogroup physics @{ */ #include "Nxp.h" #include "PhysXLoader.h" //namespace NxCollision //{ /** \brief Ray-sphere intersection test. Returns true if the ray intersects the sphere, and the impact point if needed. \warning #NxCreatePhysicsSDK() must be called before using this function. \param[in] origin Origin of the ray. Range: position vector \param[in] dir Direction of the ray. Range: direction vector \param[in] center Center of the sphere. Range: position vector \param[in] radius Sphere radius. Range: (0,inf) \param[out] coord Point of intersection between ray and sphere. \return True on intersection. Platform: \li PC SW: Yes \li PPU : Yes \li PS3 : Yes \li XB360: Yes */ NX_INLINE bool NX_CALL_CONV NxRaySphereIntersect(const NxVec3& origin, const NxVec3& dir, const NxVec3& center, NxReal radius, NxVec3* coord=NULL) { return NxGetUtilLib()->NxRaySphereIntersect(origin,dir,center,radius,coord); } //} /** @} */ #endif //AGCOPYRIGHTBEGIN /////////////////////////////////////////////////////////////////////////// // Copyright © 2005 AGEIA Technologies. // All rights reserved. www.ageia.com /////////////////////////////////////////////////////////////////////////// //AGCOPYRIGHTEND