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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/src/ccd/GuCCDSweepConvexMesh.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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_CCD_SWEEP_H
+#define GU_CCD_SWEEP_H
+
+#include "PxPhysXCommonConfig.h"
+#include "CmPhysXCommon.h"
+#include "PsVecTransform.h"
+#include "GuGeometryUnion.h"
+#include "CmScaling.h"
+
+#define GU_TRIANGLE_SWEEP_METHOD_ARGS \
+ const Gu::GeometryUnion& shape0, \
+ const Gu::GeometryUnion& shape1, \
+ const PxTransform& transform0, \
+ const PxTransform& transform1, \
+ const PxTransform& lastTm0, \
+ const PxTransform& lastTm1, \
+ PxReal restDistance, \
+ PxVec3& worldNormal, \
+ PxVec3& worldPoint, \
+ const Cm::FastVertex2ShapeScaling& meshScaling, \
+ Gu::TriangleV& triangle, \
+ const PxF32 toiEstimate
+
+
+#define GU_SWEEP_METHOD_ARGS \
+ const Gu::CCDShape& shape0, \
+ const Gu::CCDShape& shape1, \
+ const PxTransform& transform0, \
+ const PxTransform& transform1, \
+ const PxTransform& lastTm0, \
+ const PxTransform& lastTm1, \
+ PxReal restDistance, \
+ PxVec3& worldNormal, \
+ PxVec3& worldPoint, \
+ const PxF32 toiEstimate, \
+ PxU32& outCCDFaceIndex, \
+ const PxReal fastMovingThreshold
+
+
+#define GU_SWEEP_ESTIMATE_ARGS \
+ const CCDShape& shape0, \
+ const CCDShape& shape1, \
+ const PxTransform& transform0, \
+ const PxTransform& transform1, \
+ const PxTransform& lastTr0, \
+ const PxTransform& lastTr1, \
+ const PxReal restDistance, \
+ const PxReal fastMovingThreshold
+
+
+#define GU_SWEEP_METHOD_ARGS_UNUSED \
+ const Gu::CCDShape& /*shape0*/, \
+ const Gu::CCDShape& /*shape1*/, \
+ const PxTransform& /*transform0*/, \
+ const PxTransform& /*transform1*/, \
+ const PxTransform& /*lastTm0*/, \
+ const PxTransform& /*lastTm1*/, \
+ PxReal /*restDistance*/, \
+ PxVec3& /*worldNormal*/, \
+ PxVec3& /*worldPoint*/, \
+ const PxF32 /*toiEstimate*/, \
+ PxU32& /*outCCDFaceIndex*/, \
+ const PxReal /*fastMovingThreshold*/
+
+namespace physx
+{
+namespace Gu
+{
+ struct CCDShape
+ {
+ const Gu::GeometryUnion* mGeometry;
+ PxReal mFastMovingThreshold; //The CCD threshold for this shape
+ PxTransform mPrevTransform; //This shape's previous transform
+ PxTransform mCurrentTransform; //This shape's current transform
+ PxVec3 mExtents; //The extents of this shape's AABB
+ PxVec3 mCenter; //The center of this shape's AABB
+ PxU32 mUpdateCount; //How many times this shape has been updated in the CCD. This is correlated with the CCD body's update count.
+ };
+
+ PX_FORCE_INLINE PxF32 sweepAABBAABB(const PxVec3& centerA, const PxVec3& extentsA, const PxVec3& centerB, const PxVec3& extentsB, const PxVec3& trA, const PxVec3& trB)
+ {
+ //Sweep 2 AABBs against each other, return the TOI when they hit else PX_MAX_REAL if they don't hit
+ const PxVec3 cAcB = centerA - centerB;
+ const PxVec3 sumExtents = extentsA + extentsB;
+
+ //Initial hit
+ if(PxAbs(cAcB.x) <= sumExtents.x &&
+ PxAbs(cAcB.y) <= sumExtents.y &&
+ PxAbs(cAcB.z) <= sumExtents.z)
+ return 0.f;
+
+ //No initial hit - perform the sweep
+ const PxVec3 relTr = trB - trA;
+ PxF32 tfirst = 0.f;
+ PxF32 tlast = 1.f;
+
+ const PxVec3 aMax = centerA + extentsA;
+ const PxVec3 aMin = centerA - extentsA;
+ const PxVec3 bMax = centerB + extentsB;
+ const PxVec3 bMin = centerB - extentsB;
+
+ const PxF32 eps = 1e-6f;
+
+ for(PxU32 a = 0; a < 3; ++a)
+ {
+ if(relTr[a] < -eps)
+ {
+ if(bMax[a] < aMin[a])
+ return PX_MAX_REAL;
+ if(aMax[a] < bMin[a])
+ tfirst = PxMax((aMax[a] - bMin[a])/relTr[a], tfirst);
+ if(bMax[a] > aMin[a])
+ tlast = PxMin((aMin[a] - bMax[a])/relTr[a], tlast);
+ }
+ else if(relTr[a] > eps)
+ {
+ if(bMin[a] > aMax[a])
+ return PX_MAX_REAL;
+ if(bMax[a] < aMin[a])
+ tfirst = PxMax((aMin[a] - bMax[a])/relTr[a], tfirst);
+ if(aMax[a] > bMin[a])
+ tlast = PxMin((aMax[a] - bMin[a])/relTr[a], tlast);
+ }
+ else
+ {
+ if(bMax[a] < aMin[a] || bMin[a] > aMax[a])
+ return PX_MAX_REAL;
+ }
+
+ //No hit
+ if(tfirst > tlast)
+ return PX_MAX_REAL;
+ }
+ //There was a hit so return the TOI
+ return tfirst;
+ }
+
+ PX_PHYSX_COMMON_API PxReal SweepShapeShape(GU_SWEEP_METHOD_ARGS);
+
+ PX_PHYSX_COMMON_API PxReal SweepEstimateAnyShapeHeightfield(GU_SWEEP_ESTIMATE_ARGS);
+
+ PX_PHYSX_COMMON_API PxReal SweepEstimateAnyShapeMesh(GU_SWEEP_ESTIMATE_ARGS);
+
+
+}
+}
+#endif
+