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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/GuIntersectionRayBox.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_RAY_BOX_H
+#define GU_INTERSECTION_RAY_BOX_H
+
+#include "foundation/PxIntrinsics.h"
+#include "PxPhysXCommonConfig.h"
+#include "CmPhysXCommon.h"
+
+namespace physx
+{
+namespace Gu
+{
+
+ bool rayAABBIntersect(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& origin, const PxVec3& _dir, PxVec3& coord);
+ PxU32 rayAABBIntersect2(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& origin, const PxVec3& _dir, PxVec3& coord, PxReal & t);
+
+ // Collide ray defined by ray origin (rayOrigin) and ray direction (rayDirection)
+ // with the bounding box. Returns -1 on no collision and the face index
+ // for first intersection if a collision is found together with
+ // the distance to the collision points (tnear and tfar)
+ //
+ // ptchernev:
+ // Even though the above is the original comment by Pierre I am quite confident
+ // that the tnear and tfar parameters are parameters along rayDirection of the
+ // intersection points:
+ //
+ // ip0 = rayOrigin + (rayDirection * tnear)
+ // ip1 = rayOrigin + (rayDirection * tfar)
+ //
+ // The return code is:
+ // -1 no intersection
+ // 0 the ray first hits the plane at aabbMin.x
+ // 1 the ray first hits the plane at aabbMin.y
+ // 2 the ray first hits the plane at aabbMin.z
+ // 3 the ray first hits the plane at aabbMax.x
+ // 4 the ray first hits the plane at aabbMax.y
+ // 5 the ray first hits the plane at aabbMax.z
+ //
+ // The return code will be -1 if the RAY does not intersect the AABB.
+ // The tnear and tfar values will give the parameters of the intersection
+ // points between the INFINITE LINE and the AABB.
+ int PX_PHYSX_COMMON_API intersectRayAABB( const PxVec3& minimum, const PxVec3& maximum,
+ const PxVec3& rayOrigin, const PxVec3& rayDirection,
+ float& tnear, float& tfar);
+
+ // Faster version when one-over-dir is available
+ int intersectRayAABB( const PxVec3& minimum, const PxVec3& maximum,
+ const PxVec3& rayOrigin, const PxVec3& rayDirection, const PxVec3& invDirection,
+ float& tnear, float& tfar);
+
+ // minimum extent length required for intersectRayAABB2 to return true for a zero-extent box
+ // this can happen when inflating the raycast by a 2-d square
+ #define GU_MIN_AABB_EXTENT 1e-3f
+
+ // a much faster version that doesn't return face codes
+ bool PX_PHYSX_COMMON_API intersectRayAABB2(
+ const PxVec3& minimum, const PxVec3& maximum, const PxVec3& ro, const PxVec3& rd, float maxDist, float& tnear, float& tfar);
+
+} // namespace Gu
+
+}
+
+#endif