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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/contact/GuContactSphereBox.cpp | |
| 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/contact/GuContactSphereBox.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/contact/GuContactSphereBox.cpp | 181 |
1 files changed, 181 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/contact/GuContactSphereBox.cpp b/PhysX_3.4/Source/GeomUtils/src/contact/GuContactSphereBox.cpp new file mode 100644 index 00000000..58da6764 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/contact/GuContactSphereBox.cpp @@ -0,0 +1,181 @@ +// 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 "GuContactMethodImpl.h" +#include "GuContactBuffer.h" +#include "GuGeometryUnion.h" + +using namespace physx; + +//This version is ported 1:1 from novodex +static PX_FORCE_INLINE bool ContactSphereBox(const PxVec3& sphereOrigin, + PxReal sphereRadius, + const PxVec3& boxExtents, +// const PxcCachedTransforms& boxCacheTransform, + const PxTransform& boxTransform, + PxVec3& point, + PxVec3& normal, + PxReal& separation, + PxReal contactDistance) +{ +// const PxTransform& boxTransform = boxCacheTransform.getShapeToWorld(); + + //returns true on contact + const PxVec3 delta = sphereOrigin - boxTransform.p; // s1.center - s2.center; + PxVec3 dRot = boxTransform.rotateInv(delta); //transform delta into OBB body coords. + + //check if delta is outside ABB - and clip the vector to the ABB. + bool outside = false; + + if (dRot.x < -boxExtents.x) + { + outside = true; + dRot.x = -boxExtents.x; + } + else if (dRot.x > boxExtents.x) + { + outside = true; + dRot.x = boxExtents.x; + } + + if (dRot.y < -boxExtents.y) + { + outside = true; + dRot.y = -boxExtents.y; + } + else if (dRot.y > boxExtents.y) + { + outside = true; + dRot.y = boxExtents.y; + } + + if (dRot.z < -boxExtents.z) + { + outside = true; + dRot.z =-boxExtents.z; + } + else if (dRot.z > boxExtents.z) + { + outside = true; + dRot.z = boxExtents.z; + } + + if (outside) //if clipping was done, sphere center is outside of box. + { + point = boxTransform.rotate(dRot); //get clipped delta back in world coords. + normal = delta - point; //what we clipped away. + const PxReal lenSquared = normal.magnitudeSquared(); + const PxReal inflatedDist = sphereRadius + contactDistance; + if (lenSquared > inflatedDist * inflatedDist) + return false; //disjoint + + //normalize to make it into the normal: + separation = PxRecipSqrt(lenSquared); + normal *= separation; + separation *= lenSquared; + //any plane that touches the sphere is tangential, so a vector from contact point to sphere center defines normal. + //we could also use point here, which has same direction. + //this is either a faceFace or a vertexFace contact depending on whether the box's face or vertex collides, but we did not distinguish. + //We'll just use vertex face for now, this info isn't really being used anyway. + //contact point is point on surface of cube closest to sphere center. + point += boxTransform.p; + separation -= sphereRadius; + return true; + } + else + { + //center is in box, we definitely have a contact. + PxVec3 locNorm; //local coords contact normal + + /*const*/ PxVec3 absdRot; + absdRot = PxVec3(PxAbs(dRot.x), PxAbs(dRot.y), PxAbs(dRot.z)); + /*const*/ PxVec3 distToSurface = boxExtents - absdRot; //dist from embedded center to box surface along 3 dimensions. + + //find smallest element of distToSurface + if (distToSurface.y < distToSurface.x) + { + if (distToSurface.y < distToSurface.z) + { + //y + locNorm = PxVec3(0.0f, dRot.y > 0.0f ? 1.0f : -1.0f, 0.0f); + separation = -distToSurface.y; + } + else + { + //z + locNorm = PxVec3(0.0f,0.0f, dRot.z > 0.0f ? 1.0f : -1.0f); + separation = -distToSurface.z; + } + } + else + { + if (distToSurface.x < distToSurface.z) + { + //x + locNorm = PxVec3(dRot.x > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f); + separation = -distToSurface.x; + } + else + { + //z + locNorm = PxVec3(0.0f,0.0f, dRot.z > 0.0f ? 1.0f : -1.0f); + separation = -distToSurface.z; + } + } + //separation so far is just the embedding of the center point; we still have to push out all of the radius. + point = sphereOrigin; + normal = boxTransform.rotate(locNorm); + separation -= sphereRadius; + return true; + } +} + +namespace physx +{ +namespace Gu +{ +bool contactSphereBox(GU_CONTACT_METHOD_ARGS) +{ + PX_UNUSED(renderOutput); + PX_UNUSED(cache); + + const PxSphereGeometry& sphereGeom = shape0.get<const PxSphereGeometry>(); + const PxBoxGeometry& boxGeom = shape1.get<const PxBoxGeometry>(); + + PxVec3 normal; + PxVec3 point; + PxReal separation; + if(!ContactSphereBox(transform0.p, sphereGeom.radius, boxGeom.halfExtents, transform1, point, normal, separation, params.mContactDistance)) + return false; + + contactBuffer.contact(point, normal, separation); + return true; +} +}//Gu +}//physx |