diff options
| 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/gjk/GuVecSphere.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/gjk/GuVecSphere.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/gjk/GuVecSphere.h | 243 |
1 files changed, 243 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/gjk/GuVecSphere.h b/PhysX_3.4/Source/GeomUtils/src/gjk/GuVecSphere.h new file mode 100644 index 00000000..fdb850ff --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/gjk/GuVecSphere.h @@ -0,0 +1,243 @@ +// 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_VEC_SPHERE_H +#define GU_VEC_SPHERE_H +/** \addtogroup geomutils +@{ +*/ + +#include "GuVecConvex.h" +#include "GuConvexSupportTable.h" +#include "PxSphereGeometry.h" + +/** +\brief Represents a sphere defined by its center point and radius. +*/ +namespace physx +{ +namespace Gu +{ + class SphereV : public ConvexV + { + public: + /** + \brief Constructor + */ + PX_INLINE SphereV(): ConvexV(ConvexType::eSPHERE) + { + radius = Ps::aos::FZero(); + bMarginIsRadius = true; + } + + PX_INLINE SphereV(const Ps::aos::Vec3VArg _center, const Ps::aos::FloatV _radius) : ConvexV(ConvexType::eSPHERE, _center) + { + using namespace Ps::aos; + radius = _radius; + FStore(radius, &margin); + FStore(radius, &minMargin); + FStore(radius, &sweepMargin); + bMarginIsRadius = true; + } + + + /** + \brief Copy constructor + */ + PX_INLINE SphereV(const SphereV& sphere) : ConvexV(ConvexType::eSPHERE), radius(sphere.radius) + { + + margin = sphere.margin; + minMargin = sphere.minMargin; + sweepMargin = sphere.sweepMargin; + bMarginIsRadius = true; + } + + PX_INLINE SphereV(const PxGeometry& geom) : ConvexV(ConvexType::eSPHERE, Ps::aos::V3Zero()) + { + using namespace Ps::aos; + const PxSphereGeometry& sphereGeom = static_cast<const PxSphereGeometry&>(geom); + const FloatV r = FLoad(sphereGeom.radius); + radius = r; + margin = sphereGeom.radius; + minMargin = sphereGeom.radius; + sweepMargin = sphereGeom.radius; + bMarginIsRadius = true; + } + + /** + \brief Destructor + */ + PX_INLINE ~SphereV() + { + } + + PX_INLINE void setV(const Ps::aos::Vec3VArg _center, const Ps::aos::FloatVArg _radius) + { + center = _center; + radius = _radius; + } + + /** + \brief Checks the sphere is valid. + + \return true if the sphere is valid + */ + PX_INLINE bool isValid() const + { + // Consistency condition for spheres: Radius >= 0.0f + using namespace Ps::aos; + return BAllEqTTTT(FIsGrtrOrEq(radius, FZero())) != 0; + } + + /** + \brief Tests if a point is contained within the sphere. + + \param[in] p the point to test + \return true if inside the sphere + */ + PX_INLINE bool contains(const Ps::aos::Vec3VArg p) const + { + using namespace Ps::aos; + const FloatV rr = FMul(radius, radius); + const FloatV cc = V3LengthSq(V3Sub(center, p)); + return FAllGrtrOrEq(rr, cc) != 0; + } + + /** + \brief Tests if a sphere is contained within the sphere. + + \param sphere [in] the sphere to test + \return true if inside the sphere + */ + PX_INLINE bool contains(const SphereV& sphere) const + { + using namespace Ps::aos; + + const Vec3V centerDif= V3Sub(center, sphere.center); + const FloatV radiusDif = FSub(radius, sphere.radius); + const FloatV cc = V3Dot(centerDif, centerDif); + const FloatV rr = FMul(radiusDif, radiusDif); + + const BoolV con0 = FIsGrtrOrEq(radiusDif, FZero());//might contain + const BoolV con1 = FIsGrtr(rr, cc);//return true + return BAllEqTTTT(BAnd(con0, con1))==1; + } + + /** + \brief Tests if a box is contained within the sphere. + + \param minimum [in] minimum value of the box + \param maximum [in] maximum value of the box + \return true if inside the sphere + */ + PX_INLINE bool contains(const Ps::aos::Vec3VArg minimum, const Ps::aos::Vec3VArg maximum) const + { + + //compute the sphere which wrap around the box + using namespace Ps::aos; + const FloatV zero = FZero(); + const FloatV half = FHalf(); + + const Vec3V boxSphereCenter = V3Scale(V3Add(maximum, minimum), half); + const Vec3V v = V3Scale(V3Sub(maximum, minimum), half); + const FloatV boxSphereR = V3Length(v); + + const Vec3V w = V3Sub(center, boxSphereCenter); + const FloatV wLength = V3Length(w); + const FloatV dif = FSub(FSub(radius, wLength), boxSphereR); + + return FAllGrtrOrEq(dif, zero) != 0; + } + + /** + \brief Tests if the sphere intersects another sphere + + \param sphere [in] the other sphere + \return true if spheres overlap + */ + PX_INLINE bool intersect(const SphereV& sphere) const + { + using namespace Ps::aos; + const Vec3V centerDif = V3Sub(center, sphere.center); + const FloatV cc = V3Dot(centerDif, centerDif); + const FloatV r = FAdd(radius, sphere.radius); + const FloatV rr = FMul(r, r); + return FAllGrtrOrEq(rr, cc) != 0; + } + + //return point in local space + PX_FORCE_INLINE Ps::aos::Vec3V getPoint(const PxU8) + { + return Ps::aos::V3Zero(); + } + // + //sweep code need to have full version + PX_FORCE_INLINE Ps::aos::Vec3V supportSweep(const Ps::aos::Vec3VArg dir)const + { + using namespace Ps::aos; + const Vec3V _dir = V3Normalize(dir); + return V3ScaleAdd(_dir, radius, center); + } + + //make the support function the same as support margin + PX_FORCE_INLINE Ps::aos::Vec3V support(const Ps::aos::Vec3VArg)const + { + return center;//_margin is the same as radius + } + + + PX_FORCE_INLINE Ps::aos::Vec3V supportMargin(const Ps::aos::Vec3VArg dir, const Ps::aos::FloatVArg _margin, Ps::aos::Vec3V& support)const + { + PX_UNUSED(_margin); + PX_UNUSED(dir); + + support = center; + return center;//_margin is the same as radius + } + + PX_FORCE_INLINE Ps::aos::BoolV isMarginEqRadius()const + { + return Ps::aos::BTTTT(); + } + + PX_FORCE_INLINE Ps::aos::FloatV getSweepMargin() const + { + return Ps::aos::FZero(); + } + + + Ps::aos::FloatV radius; //!< Sphere's center, w component is radius + + }; +} + +} + +#endif |