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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/contact/GuContactCapsuleBox.cpp
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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/contact/GuContactCapsuleBox.cpp')
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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.
+
+#include "GuContactBuffer.h"
+#include "GuIntersectionRayBox.h"
+#include "GuDistanceSegmentBox.h"
+#include "GuInternal.h"
+#include "GuContactMethodImpl.h"
+#include "PsMathUtils.h"
+#include "PsUtilities.h"
+#include "GuGeometryUnion.h"
+#include "GuBoxConversion.h"
+
+using namespace physx;
+using namespace Gu;
+
+/*namespace Gu
+{
+const PxU8* getBoxEdges();
+}*/
+
+/////////
+ /*#include "CmRenderOutput.h"
+ #include "PxsContext.h"
+ static void gVisualizeBox(const Box& box, PxcNpThreadContext& context, PxU32 color=0xffffff)
+ {
+ PxMat33 rot(box.base.column0, box.base.column1, box.base.column2);
+ PxMat44 m(rot, box.origin);
+
+ DebugBox db(box.extent);
+
+ Cm::RenderOutput& out = context.mRenderOutput;
+ out << color << m;
+ out << db;
+ }
+ static void gVisualizeLine(const PxVec3& a, const PxVec3& b, PxcNpThreadContext& context, PxU32 color=0xffffff)
+ {
+ PxMat44 m = PxMat44::identity();
+
+ Cm::RenderOutput& out = context.mRenderOutput;
+ out << color << m << Cm::RenderOutput::LINES << a << b;
+ }*/
+/////////
+
+
+static const PxReal fatBoxEdgeCoeff = 0.01f;
+
+static bool intersectEdgeEdgePreca(const PxVec3& p1, const PxVec3& p2, const PxVec3& v1, const PxPlane& plane, PxU32 i, PxU32 j, float coeff, const PxVec3& dir, const PxVec3& p3, const PxVec3& p4, PxReal& dist, PxVec3& ip)
+{
+ // if colliding edge (p3,p4) does not cross plane return no collision
+ // same as if p3 and p4 on same side of plane return 0
+ //
+ // Derivation:
+ // d3 = d(p3, P) = (p3 | plane.n) - plane.d; Reversed sign compared to Plane::Distance() because plane.d is negated.
+ // d4 = d(p4, P) = (p4 | plane.n) - plane.d; Reversed sign compared to Plane::Distance() because plane.d is negated.
+ // if d3 and d4 have the same sign, they're on the same side of the plane => no collision
+ // We test both sides at the same time by only testing Sign(d3 * d4).
+ // ### put that in the Plane class
+ // ### also check that code in the triangle class that might be similar
+ const PxReal d3 = plane.distance(p3);
+ PxReal temp = d3 * plane.distance(p4);
+ if(temp>0.0f) return false;
+
+ // if colliding edge (p3,p4) and plane are parallel return no collision
+ PxVec3 v2 = p4 - p3;
+
+ temp = plane.n.dot(v2);
+ if(temp==0.0f) return false; // ### epsilon would be better
+
+ // compute intersection point of plane and colliding edge (p3,p4)
+ ip = p3-v2*(d3/temp);
+
+ // compute distance of intersection from line (ip, -dir) to line (p1,p2)
+ dist = (v1[i]*(ip[j]-p1[j])-v1[j]*(ip[i]-p1[i]))*coeff;
+ if(dist<0.0f) return false;
+
+ // compute intersection point on edge (p1,p2) line
+ ip -= dist*dir;
+
+ // check if intersection point (ip) is between edge (p1,p2) vertices
+ temp = (p1.x-ip.x)*(p2.x-ip.x)+(p1.y-ip.y)*(p2.y-ip.y)+(p1.z-ip.z)*(p2.z-ip.z);
+ if(temp<0.0f) return true; // collision found
+
+ return false; // no collision
+}
+
+
+static bool GuTestAxis(const PxVec3& axis, const Segment& segment, PxReal radius, const Box& box, PxReal& depth)
+{
+ // Project capsule
+ PxReal min0 = segment.p0.dot(axis);
+ PxReal max0 = segment.p1.dot(axis);
+ if(min0>max0) Ps::swap(min0, max0);
+ min0 -= radius;
+ max0 += radius;
+
+ // Project box
+ PxReal Min1, Max1;
+ {
+ const PxReal BoxCen = box.center.dot(axis);
+ const PxReal BoxExt =
+ PxAbs(box.rot.column0.dot(axis)) * box.extents.x
+ + PxAbs(box.rot.column1.dot(axis)) * box.extents.y
+ + PxAbs(box.rot.column2.dot(axis)) * box.extents.z;
+
+ Min1 = BoxCen - BoxExt;
+ Max1 = BoxCen + BoxExt;
+ }
+
+ // Test projections
+ if(max0<Min1 || Max1<min0)
+ return false;
+
+ const PxReal d0 = max0 - Min1;
+ PX_ASSERT(d0>=0.0f);
+ const PxReal d1 = Max1 - min0;
+ PX_ASSERT(d1>=0.0f);
+ depth = physx::intrinsics::selectMin(d0, d1);
+ return true;
+}
+
+
+static bool GuCapsuleOBBOverlap3(const Segment& segment, PxReal radius, const Box& box, PxReal* t=NULL, PxVec3* pp=NULL)
+{
+ PxVec3 Sep(PxReal(0));
+ PxReal PenDepth = PX_MAX_REAL;
+
+ // Test normals
+ for(PxU32 i=0;i<3;i++)
+ {
+ PxReal d;
+ if(!GuTestAxis(box.rot[i], segment, radius, box, d))
+ return false;
+
+ if(d<PenDepth)
+ {
+ PenDepth = d;
+ Sep = box.rot[i];
+ }
+ }
+
+ // Test edges
+ PxVec3 CapsuleAxis(segment.p1 - segment.p0);
+ CapsuleAxis = CapsuleAxis.getNormalized();
+ for(PxU32 i=0;i<3;i++)
+ {
+ PxVec3 Cross = CapsuleAxis.cross(box.rot[i]);
+ if(!Ps::isAlmostZero(Cross))
+ {
+ Cross = Cross.getNormalized();
+ PxReal d;
+ if(!GuTestAxis(Cross, segment, radius, box, d))
+ return false;
+
+ if(d<PenDepth)
+ {
+ PenDepth = d;
+ Sep = Cross;
+ }
+ }
+ }
+
+ const PxVec3 Witness = segment.computeCenter() - box.center;
+
+ if(Sep.dot(Witness) < 0.0f)
+ Sep = -Sep;
+
+ if(t)
+ *t = PenDepth;
+ if(pp)
+ *pp = Sep;
+
+ return true;
+}
+
+
+static void GuGenerateVFContacts( ContactBuffer& contactBuffer,
+ //
+ const Segment& segment,
+ const PxReal radius,
+ //
+ const Box& worldBox,
+ //
+ const PxVec3& normal,
+ const PxReal contactDistance)
+{
+ const PxVec3 Max = worldBox.extents;
+ const PxVec3 Min = -worldBox.extents;
+
+ const PxVec3 tmp2 = - worldBox.rot.transformTranspose(normal);
+
+ const PxVec3* PX_RESTRICT Ptr = &segment.p0;
+ for(PxU32 i=0;i<2;i++)
+ {
+ const PxVec3& Pos = Ptr[i];
+
+ const PxVec3 tmp = worldBox.rot.transformTranspose(Pos - worldBox.center);
+ PxReal tnear, tfar;
+ int Res = intersectRayAABB(Min, Max, tmp, tmp2, tnear, tfar);
+
+ if(Res!=-1 && tnear < radius + contactDistance)
+ {
+ contactBuffer.contact(Pos - tnear * normal, normal, tnear - radius);
+ }
+ }
+}
+
+
+// PT: this looks similar to PxcGenerateEEContacts2 but it is mandatory to properly handle thin capsules.
+static void GuGenerateEEContacts( ContactBuffer& contactBuffer,
+ //
+ const Segment& segment,
+ const PxReal radius,
+ //
+ const Box& worldBox,
+ //
+ const PxVec3& normal)
+{
+ const PxU8* PX_RESTRICT Indices = getBoxEdges();
+
+ PxVec3 Pts[8];
+ worldBox.computeBoxPoints(Pts);
+
+ PxVec3 s0 = segment.p0;
+ PxVec3 s1 = segment.p1;
+ Ps::makeFatEdge(s0, s1, fatBoxEdgeCoeff);
+
+ // PT: precomputed part of edge-edge intersection test
+// const PxVec3 v1 = segment.p1 - segment.p0;
+ const PxVec3 v1 = s1 - s0;
+ PxPlane plane;
+ plane.n = v1.cross(normal);
+// plane.d = -(plane.normal|segment.p0);
+ plane.d = -(plane.n.dot(s0));
+
+ PxU32 ii,jj;
+ Ps::closestAxis(plane.n, ii, jj);
+
+ const float coeff = 1.0f /(v1[ii]*normal[jj]-v1[jj]*normal[ii]);
+
+
+ for(PxU32 i=0;i<12;i++)
+ {
+// PxVec3 p1 = Pts[*Indices++];
+// PxVec3 p2 = Pts[*Indices++];
+// Ps::makeFatEdge(p1, p2, fatBoxEdgeCoeff); // PT: TODO: make fat segment instead
+ const PxVec3& p1 = Pts[*Indices++];
+ const PxVec3& p2 = Pts[*Indices++];
+
+// PT: keep original code in case something goes wrong
+// PxReal dist;
+// PxVec3 ip;
+// if(intersectEdgeEdge(p1, p2, -normal, segment.p0, segment.p1, dist, ip))
+// contactBuffer.contact(ip, normal, - (radius + dist));
+
+ PxReal dist;
+ PxVec3 ip;
+
+
+ if(intersectEdgeEdgePreca(s0, s1, v1, plane, ii, jj, coeff, normal, p1, p2, dist, ip))
+// if(intersectEdgeEdgePreca(segment.p0, segment.p1, v1, plane, ii, jj, coeff, normal, p1, p2, dist, ip))
+ {
+ contactBuffer.contact(ip-normal*dist, normal, - (radius + dist));
+// if(contactBuffer.count==2) // PT: we only need 2 contacts to be stable
+// return;
+ }
+ }
+}
+
+
+static void GuGenerateEEContacts2( ContactBuffer& contactBuffer,
+ //
+ const Segment& segment,
+ const PxReal radius,
+ //
+ const Box& worldBox,
+ //
+ const PxVec3& normal,
+ const PxReal contactDistance)
+{
+ const PxU8* PX_RESTRICT Indices = getBoxEdges();
+
+ PxVec3 Pts[8];
+ worldBox.computeBoxPoints(Pts);
+
+ PxVec3 s0 = segment.p0;
+ PxVec3 s1 = segment.p1;
+ Ps::makeFatEdge(s0, s1, fatBoxEdgeCoeff);
+
+ // PT: precomputed part of edge-edge intersection test
+// const PxVec3 v1 = segment.p1 - segment.p0;
+ const PxVec3 v1 = s1 - s0;
+ PxPlane plane;
+ plane.n = -(v1.cross(normal));
+// plane.d = -(plane.normal|segment.p0);
+ plane.d = -(plane.n.dot(s0));
+
+ PxU32 ii,jj;
+ Ps::closestAxis(plane.n, ii, jj);
+
+ const float coeff = 1.0f /(v1[jj]*normal[ii]-v1[ii]*normal[jj]);
+
+ for(PxU32 i=0;i<12;i++)
+ {
+// PxVec3 p1 = Pts[*Indices++];
+// PxVec3 p2 = Pts[*Indices++];
+// Ps::makeFatEdge(p1, p2, fatBoxEdgeCoeff); // PT: TODO: make fat segment instead
+ const PxVec3& p1 = Pts[*Indices++];
+ const PxVec3& p2 = Pts[*Indices++];
+
+// PT: keep original code in case something goes wrong
+// PxReal dist;
+// PxVec3 ip;
+// bool contact = intersectEdgeEdge(p1, p2, normal, segment.p0, segment.p1, dist, ip);
+// if(contact && dist < radius + contactDistance)
+// contactBuffer.contact(ip, normal, dist - radius);
+
+ PxReal dist;
+ PxVec3 ip;
+// bool contact = intersectEdgeEdgePreca(segment.p0, segment.p1, v1, plane, ii, jj, coeff, -normal, p1, p2, dist, ip);
+ bool contact = intersectEdgeEdgePreca(s0, s1, v1, plane, ii, jj, coeff, -normal, p1, p2, dist, ip);
+ if(contact && dist < radius + contactDistance)
+ {
+ contactBuffer.contact(ip-normal*dist, normal, dist - radius);
+// if(contactBuffer.count==2) // PT: we only need 2 contacts to be stable
+// return;
+ }
+ }
+}
+
+namespace physx
+{
+namespace Gu
+{
+bool contactCapsuleBox(GU_CONTACT_METHOD_ARGS)
+{
+ PX_UNUSED(renderOutput);
+ PX_UNUSED(cache);
+
+ // Get actual shape data
+ const PxCapsuleGeometry& shapeCapsule = shape0.get<const PxCapsuleGeometry>();
+ const PxBoxGeometry& shapeBox = shape1.get<const PxBoxGeometry>();
+
+ // PT: TODO: move computations to local space
+
+ // Capsule data
+ Segment worldSegment;
+ getCapsuleSegment(transform0, shapeCapsule, worldSegment);
+ const PxReal inflatedRadius = shapeCapsule.radius + params.mContactDistance;
+
+ // Box data
+ Box worldBox;
+ buildFrom(worldBox, transform1.p, shapeBox.halfExtents, transform1.q);
+
+ // Collision detection
+ PxReal t;
+ PxVec3 onBox;
+ const PxReal squareDist = distanceSegmentBoxSquared(worldSegment.p0, worldSegment.p1, worldBox.center, worldBox.extents, worldBox.rot, &t, &onBox);
+
+ if(squareDist >= inflatedRadius*inflatedRadius)
+ return false;
+
+ PX_ASSERT(contactBuffer.count==0);
+
+ if(squareDist != 0.0f)
+ {
+ // PT: the capsule segment doesn't intersect the box => distance-based version
+ const PxVec3 onSegment = worldSegment.getPointAt(t);
+ onBox = worldBox.center + worldBox.rot.transform(onBox);
+
+ PxVec3 normal = onSegment - onBox;
+ PxReal normalLen = normal.magnitude();
+
+ if(normalLen > 0.0f)
+ {
+ normal *= 1.0f/normalLen;
+
+ // PT: generate VF contacts for segment's vertices vs box
+ GuGenerateVFContacts(contactBuffer, worldSegment, shapeCapsule.radius, worldBox, normal, params.mContactDistance);
+
+ // PT: early exit if we already have 2 stable contacts
+ if(contactBuffer.count==2)
+ return true;
+
+ // PT: else generate slower EE contacts
+ GuGenerateEEContacts2(contactBuffer, worldSegment, shapeCapsule.radius, worldBox, normal, params.mContactDistance);
+
+ // PT: run VF case for box-vertex-vs-capsule only if we don't have any contact yet
+ if(!contactBuffer.count)
+ contactBuffer.contact(onBox, normal, sqrtf(squareDist) - shapeCapsule.radius);
+ }
+ else
+ {
+ // On linux we encountered the following:
+ // For a case where a segment endpoint lies on the surface of a box, the squared distance between segment and box was tiny but still larger than 0.
+ // However, the computation of the normal length was exactly 0. In that case we should have switched to the penetration based version so we do it now
+ // instead.
+ goto PenetrationBasedCode;
+ }
+ }
+ else
+ {
+ PenetrationBasedCode:
+
+ // PT: the capsule segment intersects the box => penetration-based version
+
+ // PT: compute penetration vector (MTD)
+ PxVec3 sepAxis;
+ PxReal depth;
+ if(!GuCapsuleOBBOverlap3(worldSegment, shapeCapsule.radius, worldBox, &depth, &sepAxis)) return false;
+
+ // PT: generate VF contacts for segment's vertices vs box
+ GuGenerateVFContacts(contactBuffer, worldSegment, shapeCapsule.radius, worldBox, sepAxis, params.mContactDistance);
+
+ // PT: early exit if we already have 2 stable contacts
+ if(contactBuffer.count==2)
+ return true;
+
+ // PT: else generate slower EE contacts
+ GuGenerateEEContacts(contactBuffer, worldSegment, shapeCapsule.radius, worldBox, sepAxis);
+
+ if(!contactBuffer.count)
+ {
+ contactBuffer.contact(worldSegment.computeCenter(), sepAxis, -(shapeCapsule.radius + depth));
+ return true;
+ }
+ }
+ return true;
+}
+}//Gu
+}//physx