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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/GuIntersectionRayCapsule.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/GuIntersectionRayCapsule.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.h | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.h new file mode 100644 index 00000000..93df2702 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.h @@ -0,0 +1,93 @@ +// 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_CAPSULE_H +#define GU_INTERSECTION_RAY_CAPSULE_H + +#include "CmPhysXCommon.h" +#include "GuCapsule.h" +#include "GuDistancePointSegment.h" +#include "GuIntersectionRay.h" + +namespace physx +{ +namespace Gu +{ + PxU32 intersectRayCapsuleInternal(const PxVec3& origin, const PxVec3& dir, const PxVec3& p0, const PxVec3& p1, float radius, PxReal s[2]); + + PX_FORCE_INLINE bool intersectRayCapsule(const PxVec3& origin, const PxVec3& dir, const PxVec3& p0, const PxVec3& p1, float radius, PxReal& t) + { + // PT: move ray origin close to capsule, to solve accuracy issues. + // We compute the distance D between the ray origin and the capsule's segment. + // Then E = D - radius = distance between the ray origin and the capsule. + // We can move the origin freely along 'dir' up to E units before touching the capsule. + PxReal l = distancePointSegmentSquaredInternal(p0, p1 - p0, origin); + l = PxSqrt(l) - radius; + + // PT: if this becomes negative or null, the ray starts inside the capsule and we can early exit + if(l<=0.0f) + { + t = 0.0f; + return true; + } + + // PT: we remove an arbitrary GU_RAY_SURFACE_OFFSET units to E, to make sure we don't go close to the surface. + // If we're moving in the direction of the capsule, the origin is now about GU_RAY_SURFACE_OFFSET units from it. + // If we're moving away from the capsule, the ray won't hit the capsule anyway. + // If l is smaller than GU_RAY_SURFACE_OFFSET we're close enough, accuracy is good, there is nothing to do. + if(l>GU_RAY_SURFACE_OFFSET) + l -= GU_RAY_SURFACE_OFFSET; + else + l = 0.0f; + + // PT: move origin closer to capsule and do the raycast + PxReal s[2]; + const PxU32 nbHits = Gu::intersectRayCapsuleInternal(origin + l*dir, dir, p0, p1, radius, s); + if(!nbHits) + return false; + + // PT: keep closest hit only + if(nbHits == 1) + t = s[0]; + else + t = (s[0] < s[1]) ? s[0] : s[1]; + + // PT: fix distance (smaller than expected after moving ray close to capsule) + t += l; + return true; + } + + PX_FORCE_INLINE bool intersectRayCapsule(const PxVec3& origin, const PxVec3& dir, const Gu::Capsule& capsule, PxReal& t) + { + return Gu::intersectRayCapsule(origin, dir, capsule.p0, capsule.p1, capsule.radius, t); + } +} +} + +#endif |