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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/GuContactSphereSphere.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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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/GuContactSphereSphere.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 "GuContactMethodImpl.h"
+#include "GuGeometryUnion.h"
+
+namespace physx
+{
+namespace Gu
+{
+bool contactSphereSphere(GU_CONTACT_METHOD_ARGS)
+{
+ PX_UNUSED(renderOutput);
+ PX_UNUSED(cache);
+
+ const PxSphereGeometry& sphereGeom0 = shape0.get<const PxSphereGeometry>();
+ const PxSphereGeometry& sphereGeom1 = shape1.get<const PxSphereGeometry>();
+
+ PxVec3 delta = transform0.p - transform1.p;
+
+ const PxReal distanceSq = delta.magnitudeSquared();
+ const PxReal radiusSum = sphereGeom0.radius + sphereGeom1.radius;
+ const PxReal inflatedSum = radiusSum + params.mContactDistance;
+ if(distanceSq >= inflatedSum*inflatedSum)
+ return false;
+
+ // We do a *manual* normalization to check for singularity condition
+ const PxReal magn = PxSqrt(distanceSq);
+ if(magn<=0.00001f)
+ delta = PxVec3(1.0f, 0.0f, 0.0f); // PT: spheres are exactly overlapping => can't create normal => pick up random one
+ else
+ delta *= 1.0f/magn;
+
+ // PT: TODO: why is this formula different from the original code?
+ const PxVec3 contact = delta * ((sphereGeom0.radius + magn - sphereGeom1.radius)*-0.5f) + transform0.p;
+
+ contactBuffer.contact(contact, delta, magn - radiusSum);
+ return true;
+}
+}//Gu
+}//physx