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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/intersection/GuIntersectionCapsuleTriangle.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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.
+
+#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