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/intersection/GuIntersectionRayBox.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/GuIntersectionRayBox.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.h | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.h new file mode 100644 index 00000000..edfece5c --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.h @@ -0,0 +1,91 @@ +// 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 |