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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/src/GuInternal.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/GeomUtils/src/GuInternal.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/GuInternal.h | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/GuInternal.h b/PhysX_3.4/Source/GeomUtils/src/GuInternal.h new file mode 100644 index 00000000..611df543 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/GuInternal.h @@ -0,0 +1,151 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 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_GEOM_UTILS_INTERNAL_H +#define GU_GEOM_UTILS_INTERNAL_H + +#include "CmPhysXCommon.h" +#include "GuCapsule.h" +#include "PxCapsuleGeometry.h" +#include "PxBoxGeometry.h" +#include "PsMathUtils.h" +#include "PsUtilities.h" + +#define GU_EPSILON_SAME_DISTANCE 1e-3f + +namespace physx +{ +namespace Gu +{ + class Box; + + // PT: TODO: now that the Gu files are not exposed to users anymore, we should move back capsule-related functions + // to GuCapsule.h, etc + + PX_PHYSX_COMMON_API const PxU8* getBoxEdges(); + + PX_PHYSX_COMMON_API void computeBoxPoints(const PxBounds3& bounds, PxVec3* PX_RESTRICT pts); + PX_PHYSX_COMMON_API void computeBoundsAroundVertices(PxBounds3& bounds, PxU32 nbVerts, const PxVec3* PX_RESTRICT verts); + + void computeBoxAroundCapsule(const Capsule& capsule, Box& box); + + PxPlane getPlane(const PxTransform& pose); + + PX_FORCE_INLINE PxVec3 getCapsuleHalfHeightVector(const PxTransform& transform, const PxCapsuleGeometry& capsuleGeom) + { + return transform.q.getBasisVector0() * capsuleGeom.halfHeight; + } + + PX_FORCE_INLINE void getCapsuleSegment(const PxTransform& transform, const PxCapsuleGeometry& capsuleGeom, Gu::Segment& segment) + { + const PxVec3 tmp = getCapsuleHalfHeightVector(transform, capsuleGeom); + segment.p0 = transform.p + tmp; + segment.p1 = transform.p - tmp; + } + + PX_FORCE_INLINE void getCapsule(Gu::Capsule& capsule, const PxCapsuleGeometry& capsuleGeom, const PxTransform& pose) + { + getCapsuleSegment(pose, capsuleGeom, capsule); + capsule.radius = capsuleGeom.radius; + } + + void computeSweptBox(Gu::Box& box, const PxVec3& extents, const PxVec3& center, const PxMat33& rot, const PxVec3& unitDir, const PxReal distance); + + /** + * PT: computes "alignment value" used to select the "best" triangle in case of identical impact distances (for sweeps). + * This simply computes how much a triangle is aligned with a given sweep direction. + * Captured in a function to make sure it is always computed correctly, i.e. working for double-sided triangles. + * + * \param triNormal [in] triangle's normal + * \param unitDir [in] sweep direction (normalized) + * \return alignment value in [-1.0f, 0.0f]. -1.0f for fully aligned, 0.0f for fully orthogonal. + */ + PX_FORCE_INLINE PxReal computeAlignmentValue(const PxVec3& triNormal, const PxVec3& unitDir) + { + // PT: initial dot product gives the angle between the two, with "best" triangles getting a +1 or -1 score + // depending on their winding. We take the absolute value to ignore the impact of winding. We negate the result + // to make the function compatible with the initial code, which assumed single-sided triangles and expected -1 + // for best triangles. + return -PxAbs(triNormal.dot(unitDir)); + } + + /** + * PT: sweeps: determines if a newly touched triangle is "better" than best one so far. + * In this context "better" means either clearly smaller impact distance, or a similar impact + * distance but a normal more aligned with the sweep direction. + * + * \param triImpactDistance [in] new triangle's impact distance + * \param triAlignmentValue [in] new triangle's alignment value (as computed by computeAlignmentValue) + * \param bestImpactDistance [in] current best triangle's impact distance + * \param bestAlignmentValue [in] current best triangle's alignment value (as computed by computeAlignmentValue) + * \param maxDistance [in] maximum distance of the query, hit cannot be longer than this maxDistance + * \param distEpsilon [in] tris have "similar" impact distances if the difference is smaller than 2*distEpsilon + * \return true if new triangle is better + */ + PX_FORCE_INLINE bool keepTriangle( float triImpactDistance, float triAlignmentValue, + float bestImpactDistance, float bestAlignmentValue, float maxDistance, + float distEpsilon) + { + // Reject triangle if further than the maxDistance + if(triImpactDistance > maxDistance) + return false; + + // PT: make it a relative epsilon to make sure it still works with large distances + distEpsilon *= PxMax(1.0f, PxMax(triImpactDistance, bestImpactDistance)); + + // If new distance is more than epsilon closer than old distance + if(triImpactDistance < bestImpactDistance - distEpsilon) + return true; + + // If new distance is no more than epsilon farther than oldDistance and "face is more opposing than previous" + if(triImpactDistance < bestImpactDistance+distEpsilon && triAlignmentValue < bestAlignmentValue) + return true; + + // If alignment value is the same, but the new triangle is closer than the best distance + if(triAlignmentValue == bestAlignmentValue && triImpactDistance < bestImpactDistance) + return true; + + // If initial overlap happens, keep the triangle + if(triImpactDistance == 0.0f) + return true; + + return false; + } + + #define StoreBounds(bounds, minV, maxV) \ + V4StoreU(minV, &bounds.minimum.x); \ + PX_ALIGN(16, PxVec4) max4; \ + V4StoreA(maxV, &max4.x); \ + bounds.maximum = PxVec3(max4.x, max4.y, max4.z); + +} // namespace Gu + +} + +#endif |