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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/GuIntersectionRayCapsule.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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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_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