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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/GuIntersectionEdgeEdge.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/intersection/GuIntersectionEdgeEdge.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.cpp | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.cpp b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.cpp new file mode 100644 index 00000000..3f828ba5 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.cpp @@ -0,0 +1,84 @@ +// 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 "GuIntersectionEdgeEdge.h" +#include "PsMathUtils.h" +#include "CmPhysXCommon.h" + +using namespace physx; + +bool Gu::intersectEdgeEdge(const PxVec3& p1, const PxVec3& p2, const PxVec3& dir, const PxVec3& p3, const PxVec3& p4, PxReal& dist, PxVec3& ip) +{ + const PxVec3 v1 = p2 - p1; + + // Build plane P based on edge (p1, p2) and direction (dir) + PxPlane plane; + plane.n = v1.cross(dir); + plane.d = -(plane.n.dot(p1)); + + // if colliding edge (p3,p4) does not cross plane return no collision + // same as if p3 and p4 on same side of plane return 0 + // + // Derivation: + // d3 = d(p3, P) = (p3 | plane.n) - plane.d; Reversed sign compared to Plane::Distance() because plane.d is negated. + // d4 = d(p4, P) = (p4 | plane.n) - plane.d; Reversed sign compared to Plane::Distance() because plane.d is negated. + // if d3 and d4 have the same sign, they're on the same side of the plane => no collision + // We test both sides at the same time by only testing Sign(d3 * d4). + // ### put that in the Plane class + // ### also check that code in the triangle class that might be similar + const PxReal d3 = plane.distance(p3); + PxReal temp = d3 * plane.distance(p4); + if(temp>0.0f) return false; + + // if colliding edge (p3,p4) and plane are parallel return no collision + PxVec3 v2 = p4 - p3; + + temp = plane.n.dot(v2); + if(temp==0.0f) return false; // ### epsilon would be better + + // compute intersection point of plane and colliding edge (p3,p4) + ip = p3-v2*(d3/temp); + + // find largest 2D plane projection + PxU32 i,j; + Ps::closestAxis(plane.n, i, j); + + // compute distance of intersection from line (ip, -dir) to line (p1,p2) + dist = (v1[i]*(ip[j]-p1[j])-v1[j]*(ip[i]-p1[i]))/(v1[i]*dir[j]-v1[j]*dir[i]); + if(dist<0.0f) return false; + + // compute intersection point on edge (p1,p2) line + ip -= dist*dir; + + // check if intersection point (ip) is between edge (p1,p2) vertices + temp = (p1.x-ip.x)*(p2.x-ip.x)+(p1.y-ip.y)*(p2.y-ip.y)+(p1.z-ip.z)*(p2.z-ip.z); + if(temp<1e-3f) return true; // collision found + + return false; // no collision +} |