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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/intersection/GuIntersectionCapsuleTriangle.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/intersection/GuIntersectionCapsuleTriangle.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.h | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.h new file mode 100644 index 00000000..1e327360 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.h @@ -0,0 +1,137 @@ +// 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_INTERSECTION_CAPSULE_TRIANGLE_H +#define GU_INTERSECTION_CAPSULE_TRIANGLE_H + +#include "CmPhysXCommon.h" +#include "GuCapsule.h" +#include "PsUtilities.h" + +namespace physx +{ +namespace Gu +{ + // PT: precomputed data for capsule-triangle test. Useful when testing the same capsule vs several triangles. + struct CapsuleTriangleOverlapData + { + PxVec3 mCapsuleDir; + float mBDotB; + float mOneOverBDotB; + + void init(const Capsule& capsule) + { + const PxVec3 dir = capsule.p1 - capsule.p0; + const float BDotB = dir.dot(dir); + mCapsuleDir = dir; + mBDotB = BDotB; + mOneOverBDotB = BDotB!=0.0f ? 1.0f/BDotB : 0.0f; + } + }; + + // PT: tests if projections of capsule & triangle overlap on given axis + PX_FORCE_INLINE PxU32 testAxis(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const Capsule& capsule, const PxVec3& axis) + { + // Project capsule + float min0 = capsule.p0.dot(axis); + float max0 = capsule.p1.dot(axis); + if(min0>max0) + Ps::swap(min0, max0); + const float MR = axis.magnitude()*capsule.radius; + min0 -= MR; + max0 += MR; + + // Project triangle + float min1, max1; + { + min1 = max1 = p0.dot(axis); + float dp = p1.dot(axis); + if(dp<min1) min1 = dp; + if(dp>max1) max1 = dp; + dp = p2.dot(axis); + if(dp<min1) min1 = dp; + if(dp>max1) max1 = dp; + } + + // Test projections + if(max0<min1 || max1<min0) + return 0; + + return 1; + } + + // PT: computes shortest vector going from capsule axis to triangle edge + PX_FORCE_INLINE PxVec3 computeEdgeAxis( const PxVec3& p, const PxVec3& a, + const PxVec3& q, const PxVec3& b, + float BDotB, float oneOverBDotB) + { + const PxVec3 T = q - p; + const float ADotA = a.dot(a); + const float ADotB = a.dot(b); + const float ADotT = a.dot(T); + const float BDotT = b.dot(T); + + const float denom = ADotA*BDotB - ADotB*ADotB; + + float t = denom!=0.0f ? (ADotT*BDotB - BDotT*ADotB) / denom : 0.0f; + t = PxClamp(t, 0.0f, 1.0f); + + float u = (t*ADotB - BDotT) * oneOverBDotB; + + if(u<0.0f) + { + u = 0.0f; + t = ADotT / ADotA; + t = PxClamp(t, 0.0f, 1.0f); + } + else if(u>1.0f) + { + u = 1.0f; + t = (ADotB + ADotT) / ADotA; + t = PxClamp(t, 0.0f, 1.0f); + } + return T + b*u - a*t; + } + + /** + * Checks if a capsule intersects a triangle. + * + * \param normal [in] triangle normal (orientation does not matter) + * \param p0 [in] triangle's first point + * \param p1 [in] triangle's second point + * \param p2 [in] triangle's third point + * \param capsule [in] capsule + * \param params [in] precomputed capsule params + * \return true if capsule overlaps triangle + */ + bool intersectCapsuleTriangle(const PxVec3& normal, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const Gu::Capsule& capsule, const CapsuleTriangleOverlapData& params); +} +} + +#endif |