aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/GeomUtils/src/intersection
diff options
context:
space:
mode:
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
downloadphysx-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')
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionBoxBox.cpp139
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.cpp61
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.h137
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.cpp84
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.h52
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRay.h38
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.cpp449
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.h91
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBoxSIMD.h50
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.cpp245
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.h93
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayPlane.h58
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRaySphere.cpp105
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRaySphere.h49
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h179
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionSphereBox.cpp88
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionSphereBox.h54
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionTriangleBox.cpp395
18 files changed, 2367 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionBoxBox.cpp b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionBoxBox.cpp
new file mode 100644
index 00000000..19c8c1d0
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionBoxBox.cpp
@@ -0,0 +1,139 @@
+// 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 "GuIntersectionBoxBox.h"
+
+using namespace physx;
+
+bool Gu::intersectOBBOBB(const PxVec3& e0, const PxVec3& c0, const PxMat33& r0, const PxVec3& e1, const PxVec3& c1, const PxMat33& r1, bool full_test)
+{
+ // Translation, in parent frame
+ const PxVec3 v = c1 - c0;
+ // Translation, in A's frame
+ const PxVec3 T(v.dot(r0[0]), v.dot(r0[1]), v.dot(r0[2]));
+
+ // B's basis with respect to A's local frame
+ PxReal R[3][3];
+ PxReal FR[3][3];
+ PxReal ra, rb, t;
+
+ // Calculate rotation matrix
+ for(PxU32 i=0;i<3;i++)
+ {
+ for(PxU32 k=0;k<3;k++)
+ {
+ R[i][k] = r0[i].dot(r1[k]);
+ FR[i][k] = 1e-6f + PxAbs(R[i][k]); // Precompute fabs matrix
+ }
+ }
+
+ // A's basis vectors
+ for(PxU32 i=0;i<3;i++)
+ {
+ ra = e0[i];
+
+ rb = e1[0]*FR[i][0] + e1[1]*FR[i][1] + e1[2]*FR[i][2];
+
+ t = PxAbs(T[i]);
+
+ if(t > ra + rb) return false;
+ }
+
+ // B's basis vectors
+ for(PxU32 k=0;k<3;k++)
+ {
+ ra = e0[0]*FR[0][k] + e0[1]*FR[1][k] + e0[2]*FR[2][k];
+
+ rb = e1[k];
+
+ t = PxAbs(T[0]*R[0][k] + T[1]*R[1][k] + T[2]*R[2][k]);
+
+ if( t > ra + rb ) return false;
+ }
+
+ if(full_test)
+ {
+ //9 cross products
+
+ //L = A0 x B0
+ ra = e0[1]*FR[2][0] + e0[2]*FR[1][0];
+ rb = e1[1]*FR[0][2] + e1[2]*FR[0][1];
+ t = PxAbs(T[2]*R[1][0] - T[1]*R[2][0]);
+ if(t > ra + rb) return false;
+
+ //L = A0 x B1
+ ra = e0[1]*FR[2][1] + e0[2]*FR[1][1];
+ rb = e1[0]*FR[0][2] + e1[2]*FR[0][0];
+ t = PxAbs(T[2]*R[1][1] - T[1]*R[2][1]);
+ if(t > ra + rb) return false;
+
+ //L = A0 x B2
+ ra = e0[1]*FR[2][2] + e0[2]*FR[1][2];
+ rb = e1[0]*FR[0][1] + e1[1]*FR[0][0];
+ t = PxAbs(T[2]*R[1][2] - T[1]*R[2][2]);
+ if(t > ra + rb) return false;
+
+ //L = A1 x B0
+ ra = e0[0]*FR[2][0] + e0[2]*FR[0][0];
+ rb = e1[1]*FR[1][2] + e1[2]*FR[1][1];
+ t = PxAbs(T[0]*R[2][0] - T[2]*R[0][0]);
+ if(t > ra + rb) return false;
+
+ //L = A1 x B1
+ ra = e0[0]*FR[2][1] + e0[2]*FR[0][1];
+ rb = e1[0]*FR[1][2] + e1[2]*FR[1][0];
+ t = PxAbs(T[0]*R[2][1] - T[2]*R[0][1]);
+ if(t > ra + rb) return false;
+
+ //L = A1 x B2
+ ra = e0[0]*FR[2][2] + e0[2]*FR[0][2];
+ rb = e1[0]*FR[1][1] + e1[1]*FR[1][0];
+ t = PxAbs(T[0]*R[2][2] - T[2]*R[0][2]);
+ if(t > ra + rb) return false;
+
+ //L = A2 x B0
+ ra = e0[0]*FR[1][0] + e0[1]*FR[0][0];
+ rb = e1[1]*FR[2][2] + e1[2]*FR[2][1];
+ t = PxAbs(T[1]*R[0][0] - T[0]*R[1][0]);
+ if(t > ra + rb) return false;
+
+ //L = A2 x B1
+ ra = e0[0]*FR[1][1] + e0[1]*FR[0][1];
+ rb = e1[0] *FR[2][2] + e1[2]*FR[2][0];
+ t = PxAbs(T[1]*R[0][1] - T[0]*R[1][1]);
+ if(t > ra + rb) return false;
+
+ //L = A2 x B2
+ ra = e0[0]*FR[1][2] + e0[1]*FR[0][2];
+ rb = e1[0]*FR[2][1] + e1[1]*FR[2][0];
+ t = PxAbs(T[1]*R[0][2] - T[0]*R[1][2]);
+ if(t > ra + rb) return false;
+ }
+ return true;
+}
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.cpp b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.cpp
new file mode 100644
index 00000000..6451405c
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.cpp
@@ -0,0 +1,61 @@
+// 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 "GuIntersectionCapsuleTriangle.h"
+#include "GuDistancePointSegment.h"
+
+using namespace physx;
+using namespace Gu;
+
+bool Gu::intersectCapsuleTriangle(const PxVec3& N, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const Gu::Capsule& capsule, const CapsuleTriangleOverlapData& params)
+{
+ PX_ASSERT(capsule.p0!=capsule.p1);
+
+ {
+ const PxReal d2 = distancePointSegmentSquaredInternal(capsule.p0, params.mCapsuleDir, p0);
+ if(d2<=capsule.radius*capsule.radius)
+ return true;
+ }
+
+// const PxVec3 N = (p0 - p1).cross(p0 - p2);
+
+ if(!testAxis(p0, p1, p2, capsule, N))
+ return false;
+
+ if(!testAxis(p0, p1, p2, capsule, computeEdgeAxis(p0, p1 - p0, capsule.p0, params.mCapsuleDir, params.mBDotB, params.mOneOverBDotB)))
+ return false;
+
+ if(!testAxis(p0, p1, p2, capsule, computeEdgeAxis(p1, p2 - p1, capsule.p0, params.mCapsuleDir, params.mBDotB, params.mOneOverBDotB)))
+ return false;
+
+ if(!testAxis(p0, p1, p2, capsule, computeEdgeAxis(p2, p0 - p2, capsule.p0, params.mCapsuleDir, params.mBDotB, params.mOneOverBDotB)))
+ return false;
+
+ return true;
+}
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.h
new file mode 100644
index 00000000..1e327360
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionCapsuleTriangle.h
@@ -0,0 +1,137 @@
+// 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_CAPSULE_TRIANGLE_H
+#define GU_INTERSECTION_CAPSULE_TRIANGLE_H
+
+#include "CmPhysXCommon.h"
+#include "GuCapsule.h"
+#include "PsUtilities.h"
+
+namespace physx
+{
+namespace Gu
+{
+ // PT: precomputed data for capsule-triangle test. Useful when testing the same capsule vs several triangles.
+ struct CapsuleTriangleOverlapData
+ {
+ PxVec3 mCapsuleDir;
+ float mBDotB;
+ float mOneOverBDotB;
+
+ void init(const Capsule& capsule)
+ {
+ const PxVec3 dir = capsule.p1 - capsule.p0;
+ const float BDotB = dir.dot(dir);
+ mCapsuleDir = dir;
+ mBDotB = BDotB;
+ mOneOverBDotB = BDotB!=0.0f ? 1.0f/BDotB : 0.0f;
+ }
+ };
+
+ // PT: tests if projections of capsule & triangle overlap on given axis
+ PX_FORCE_INLINE PxU32 testAxis(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const Capsule& capsule, const PxVec3& axis)
+ {
+ // Project capsule
+ float min0 = capsule.p0.dot(axis);
+ float max0 = capsule.p1.dot(axis);
+ if(min0>max0)
+ Ps::swap(min0, max0);
+ const float MR = axis.magnitude()*capsule.radius;
+ min0 -= MR;
+ max0 += MR;
+
+ // Project triangle
+ float min1, max1;
+ {
+ min1 = max1 = p0.dot(axis);
+ float dp = p1.dot(axis);
+ if(dp<min1) min1 = dp;
+ if(dp>max1) max1 = dp;
+ dp = p2.dot(axis);
+ if(dp<min1) min1 = dp;
+ if(dp>max1) max1 = dp;
+ }
+
+ // Test projections
+ if(max0<min1 || max1<min0)
+ return 0;
+
+ return 1;
+ }
+
+ // PT: computes shortest vector going from capsule axis to triangle edge
+ PX_FORCE_INLINE PxVec3 computeEdgeAxis( const PxVec3& p, const PxVec3& a,
+ const PxVec3& q, const PxVec3& b,
+ float BDotB, float oneOverBDotB)
+ {
+ const PxVec3 T = q - p;
+ const float ADotA = a.dot(a);
+ const float ADotB = a.dot(b);
+ const float ADotT = a.dot(T);
+ const float BDotT = b.dot(T);
+
+ const float denom = ADotA*BDotB - ADotB*ADotB;
+
+ float t = denom!=0.0f ? (ADotT*BDotB - BDotT*ADotB) / denom : 0.0f;
+ t = PxClamp(t, 0.0f, 1.0f);
+
+ float u = (t*ADotB - BDotT) * oneOverBDotB;
+
+ if(u<0.0f)
+ {
+ u = 0.0f;
+ t = ADotT / ADotA;
+ t = PxClamp(t, 0.0f, 1.0f);
+ }
+ else if(u>1.0f)
+ {
+ u = 1.0f;
+ t = (ADotB + ADotT) / ADotA;
+ t = PxClamp(t, 0.0f, 1.0f);
+ }
+ return T + b*u - a*t;
+ }
+
+ /**
+ * Checks if a capsule intersects a triangle.
+ *
+ * \param normal [in] triangle normal (orientation does not matter)
+ * \param p0 [in] triangle's first point
+ * \param p1 [in] triangle's second point
+ * \param p2 [in] triangle's third point
+ * \param capsule [in] capsule
+ * \param params [in] precomputed capsule params
+ * \return true if capsule overlaps triangle
+ */
+ bool intersectCapsuleTriangle(const PxVec3& normal, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const Gu::Capsule& capsule, const CapsuleTriangleOverlapData& params);
+}
+}
+
+#endif
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
+}
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.h
new file mode 100644
index 00000000..ccff0f35
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionEdgeEdge.h
@@ -0,0 +1,52 @@
+// 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_EDGE_EDGE_H
+#define GU_INTERSECTION_EDGE_EDGE_H
+
+#include "PxPhysXCommonConfig.h"
+#include "CmPhysXCommon.h"
+
+namespace physx
+{
+namespace Gu
+{
+
+ // collide edge (p1,p2) moving in direction (dir) colliding
+ // width edge (p3,p4). Return true on a collision with
+ // collision distance (dist) and intersection point (ip)
+ // note: dist and ip are invalid if function returns false.
+ // note: ip is on (p1,p2), not (p1+dist*dir,p2+dist*dir)
+ PX_PHYSX_COMMON_API bool intersectEdgeEdge(const PxVec3& p1, const PxVec3& p2, const PxVec3& dir, const PxVec3& p3, const PxVec3& p4, PxReal& dist, PxVec3& ip);
+
+} // namespace Gu
+
+}
+
+#endif
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRay.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRay.h
new file mode 100644
index 00000000..ce52150e
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRay.h
@@ -0,0 +1,38 @@
+// 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_H
+#define GU_INTERSECTION_RAY_H
+
+// PT: small distance between a ray origin and a potentially hit surface. Should be small enough to
+// limit accuracy issues coming from large distance values, but not too close to the surface to make
+// sure we don't start inside the shape.
+#define GU_RAY_SURFACE_OFFSET 10.0f
+
+#endif
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.cpp b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.cpp
new file mode 100644
index 00000000..44d583f3
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBox.cpp
@@ -0,0 +1,449 @@
+// 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 "foundation/PxVec3.h"
+#include "foundation/PxIntrinsics.h"
+#include "PsFPU.h"
+#include "GuIntersectionRayBox.h"
+#include "GuIntersectionRayBoxSIMD.h"
+
+using namespace physx;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+* Computes a ray-AABB intersection.
+* Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
+* Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
+* Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
+*
+* Hence this version is faster as well as more robust than the original one.
+*
+* Should work provided:
+* 1) the integer representation of 0.0f is 0x00000000
+* 2) the sign bit of the float is the most significant one
+*
+* Report bugs: [email protected]
+*
+* \param aabb [in] the axis-aligned bounding box
+* \param origin [in] ray origin
+* \param dir [in] ray direction
+* \param coord [out] impact coordinates
+* \return true if ray intersects AABB
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+#define RAYAABB_EPSILON 0.00001f
+bool Gu::rayAABBIntersect(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& origin, const PxVec3& _dir, PxVec3& coord)
+{
+ Ps::IntBool Inside = Ps::IntTrue;
+ PxVec3 MaxT(-1.0f, -1.0f, -1.0f);
+ const PxReal* dir = &_dir.x;
+ const PxU32* idir = reinterpret_cast<const PxU32*>(dir);
+ // Find candidate planes.
+ for(PxU32 i=0;i<3;i++)
+ {
+ if(origin[i] < minimum[i])
+ {
+ coord[i] = minimum[i];
+ Inside = Ps::IntFalse;
+
+ // Calculate T distances to candidate planes
+ if(idir[i])
+// if(PX_IR(dir[i]))
+ MaxT[i] = (minimum[i] - origin[i]) / dir[i];
+ }
+ else if(origin[i] > maximum[i])
+ {
+ coord[i] = maximum[i];
+ Inside = Ps::IntFalse;
+
+ // Calculate T distances to candidate planes
+ if(idir[i])
+// if(PX_IR(dir[i]))
+ MaxT[i] = (maximum[i] - origin[i]) / dir[i];
+ }
+ }
+
+ // Ray origin inside bounding box
+ if(Inside)
+ {
+ coord = origin;
+ return true;
+ }
+
+ // Get largest of the maxT's for final choice of intersection
+ PxU32 WhichPlane = 0;
+ if(MaxT[1] > MaxT[WhichPlane]) WhichPlane = 1;
+ if(MaxT[2] > MaxT[WhichPlane]) WhichPlane = 2;
+
+ // Check final candidate actually inside box
+ const PxU32* tmp = reinterpret_cast<const PxU32*>(&MaxT[WhichPlane]);
+ if((*tmp)&PX_SIGN_BITMASK)
+// if(PX_IR(MaxT[WhichPlane])&PX_SIGN_BITMASK)
+ return false;
+
+ for(PxU32 i=0;i<3;i++)
+ {
+ if(i!=WhichPlane)
+ {
+ coord[i] = origin[i] + MaxT[WhichPlane] * dir[i];
+#ifdef RAYAABB_EPSILON
+ if(coord[i] < minimum[i] - RAYAABB_EPSILON || coord[i] > maximum[i] + RAYAABB_EPSILON)
+#else
+ if(coord[i] < minimum[i] || coord[i] > maximum[i])
+#endif
+ return false;
+ }
+ }
+ return true; // ray hits box
+}
+
+
+
+/**
+* Computes a ray-AABB intersection.
+* Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
+* Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
+* Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
+* Return of intersected face code and parameter by Adam! Also modified behavior for ray starts inside AABB. 2004 :-p
+*
+* Hence this version is faster as well as more robust than the original one.
+*
+* Should work provided:
+* 1) the integer representation of 0.0f is 0x00000000
+* 2) the sign bit of the float is the most significant one
+*
+* Report bugs: [email protected]
+*
+* \param minimum [in] the smaller corner of the bounding box
+* \param maximum [in] the larger corner of the bounding box
+* \param origin [in] ray origin
+* \param _dir [in] ray direction
+* \param coord [out] impact coordinates
+* \param t [out] t such that coord = origin + dir * t
+* \return false if ray does not intersect AABB, or ray origin is inside AABB. Else:
+ 1 + coordinate index of box axis that was hit
+
+ Note: sign bit that determines if the minimum (0) or maximum (1) of the axis was hit is equal to sign(coord[returnVal-1]).
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+PxU32 Gu::rayAABBIntersect2(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& origin, const PxVec3& _dir, PxVec3& coord, PxReal & t)
+{
+ Ps::IntBool Inside = Ps::IntTrue;
+ PxVec3 MaxT(-1.0f, -1.0f, -1.0f);
+ const PxReal* dir = &_dir.x;
+ const PxU32* idir = reinterpret_cast<const PxU32*>(dir);
+ // Find candidate planes.
+ for(PxU32 i=0;i<3;i++)
+ {
+ if(origin[i] < minimum[i])
+ {
+ coord[i] = minimum[i];
+ Inside = Ps::IntFalse;
+
+ // Calculate T distances to candidate planes
+ if(idir[i])
+// if(PX_IR(dir[i]))
+ MaxT[i] = (minimum[i] - origin[i]) / dir[i];
+ }
+ else if(origin[i] > maximum[i])
+ {
+ coord[i] = maximum[i];
+ Inside = Ps::IntFalse;
+
+ // Calculate T distances to candidate planes
+ if(idir[i])
+// if(PX_IR(dir[i]))
+ MaxT[i] = (maximum[i] - origin[i]) / dir[i];
+ }
+ }
+
+ // Ray origin inside bounding box
+ if(Inside)
+ {
+ coord = origin;
+ t = 0;
+ return 1;
+ }
+
+ // Get largest of the maxT's for final choice of intersection
+ PxU32 WhichPlane = 0;
+ if(MaxT[1] > MaxT[WhichPlane]) WhichPlane = 1;
+ if(MaxT[2] > MaxT[WhichPlane]) WhichPlane = 2;
+
+ // Check final candidate actually inside box
+ const PxU32* tmp = reinterpret_cast<const PxU32*>(&MaxT[WhichPlane]);
+ if((*tmp)&PX_SIGN_BITMASK)
+// if(PX_IR(MaxT[WhichPlane])&PX_SIGN_BITMASK)
+ return 0;
+
+ for(PxU32 i=0;i<3;i++)
+ {
+ if(i!=WhichPlane)
+ {
+ coord[i] = origin[i] + MaxT[WhichPlane] * dir[i];
+#ifdef RAYAABB_EPSILON
+ if(coord[i] < minimum[i] - RAYAABB_EPSILON || coord[i] > maximum[i] + RAYAABB_EPSILON) return 0;
+#else
+ if(coord[i] < minimum[i] || coord[i] > maximum[i]) return 0;
+#endif
+ }
+ }
+ t = MaxT[WhichPlane];
+ return 1 + WhichPlane; // ray hits box
+}
+
+// Collide ray defined by ray origin (ro) and ray direction (rd)
+// 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:
+// Should we use an enum, or should we keep the anonymous ints?
+// Should we increment the return code by one (return 0 for non intersection)?
+
+int Gu::intersectRayAABB(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& ro, const PxVec3& rd, float& tnear, float& tfar)
+{
+ // Refactor
+ int ret=-1;
+
+ tnear = -PX_MAX_F32;
+ tfar = PX_MAX_F32;
+ // PT: why did we change the initial epsilon value?
+ #define LOCAL_EPSILON PX_EPS_F32
+ //#define LOCAL_EPSILON 0.0001f
+
+ for(unsigned int a=0;a<3;a++)
+ {
+ if(rd[a]>-LOCAL_EPSILON && rd[a]<LOCAL_EPSILON)
+ {
+ if(ro[a]<minimum[a] || ro[a]>maximum[a])
+ return -1;
+ }
+ else
+ {
+ const PxReal OneOverDir = 1.0f / rd[a];
+ PxReal t1 = (minimum[a]-ro[a]) * OneOverDir;
+ PxReal t2 = (maximum[a]-ro[a]) * OneOverDir;
+
+ unsigned int b = a;
+ if(t1>t2)
+ {
+ PxReal t=t1;
+ t1=t2;
+ t2=t;
+ b += 3;
+ }
+
+ if(t1>tnear)
+ {
+ tnear = t1;
+ ret = int(b);
+ }
+ if(t2<tfar)
+ tfar=t2;
+ if(tnear>tfar || tfar<LOCAL_EPSILON)
+ return -1;
+ }
+ }
+
+ if(tnear>tfar || tfar<LOCAL_EPSILON)
+ return -1;
+
+ return ret;
+}
+
+// PT: specialized version where oneOverDir is available
+int Gu::intersectRayAABB(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& ro, const PxVec3& rd, const PxVec3& oneOverDir, float& tnear, float& tfar)
+{
+ // PT: why did we change the initial epsilon value?
+ #define LOCAL_EPSILON PX_EPS_F32
+ //#define LOCAL_EPSILON 0.0001f
+
+ if(physx::intrinsics::abs(rd.x)<LOCAL_EPSILON)
+// if(rd.x>-LOCAL_EPSILON && rd.x<LOCAL_EPSILON)
+ if(ro.x<minimum.x || ro.x>maximum.x)
+ return -1;
+ if(physx::intrinsics::abs(rd.y)<LOCAL_EPSILON)
+// if(rd.y>-LOCAL_EPSILON && rd.y<LOCAL_EPSILON)
+ if(ro.y<minimum.y || ro.y>maximum.y)
+ return -1;
+ if(physx::intrinsics::abs(rd.z)<LOCAL_EPSILON)
+// if(rd.z>-LOCAL_EPSILON && rd.z<LOCAL_EPSILON)
+ if(ro.z<minimum.z || ro.z>maximum.z)
+ return -1;
+
+ PxReal t1x = (minimum.x - ro.x) * oneOverDir.x;
+ PxReal t2x = (maximum.x - ro.x) * oneOverDir.x;
+ PxReal t1y = (minimum.y - ro.y) * oneOverDir.y;
+ PxReal t2y = (maximum.y - ro.y) * oneOverDir.y;
+ PxReal t1z = (minimum.z - ro.z) * oneOverDir.z;
+ PxReal t2z = (maximum.z - ro.z) * oneOverDir.z;
+
+ int bx;
+ int by;
+ int bz;
+
+ if(t1x>t2x)
+ {
+ PxReal t=t1x; t1x=t2x; t2x=t;
+ bx = 3;
+ }
+ else
+ {
+ bx = 0;
+ }
+
+ if(t1y>t2y)
+ {
+ PxReal t=t1y; t1y=t2y; t2y=t;
+ by = 4;
+ }
+ else
+ {
+ by = 1;
+ }
+
+ if(t1z>t2z)
+ {
+ PxReal t=t1z; t1z=t2z; t2z=t;
+ bz = 5;
+ }
+ else
+ {
+ bz = 2;
+ }
+
+ int ret;
+// if(t1x>tnear) // PT: no need to test for the first value
+ {
+ tnear = t1x;
+ ret = bx;
+ }
+// tfar = PxMin(tfar, t2x);
+ tfar = t2x; // PT: no need to test for the first value
+
+ if(t1y>tnear)
+ {
+ tnear = t1y;
+ ret = by;
+ }
+ tfar = PxMin(tfar, t2y);
+
+ if(t1z>tnear)
+ {
+ tnear = t1z;
+ ret = bz;
+ }
+ tfar = PxMin(tfar, t2z);
+
+ if(tnear>tfar || tfar<LOCAL_EPSILON)
+ return -1;
+
+ return ret;
+}
+
+bool Gu::intersectRayAABB2(
+ const PxVec3& minimum, const PxVec3& maximum, const PxVec3& ro, const PxVec3& rd, float maxDist, float& tnear, float& tfar)
+{
+ PX_ASSERT(maximum.x-minimum.x >= GU_MIN_AABB_EXTENT*0.5f);
+ PX_ASSERT(maximum.y-minimum.y >= GU_MIN_AABB_EXTENT*0.5f);
+ PX_ASSERT(maximum.z-minimum.z >= GU_MIN_AABB_EXTENT*0.5f);
+ // not using vector math due to vector to integer pipeline penalties. TODO: verify that it's indeed faster
+ namespace i = physx::intrinsics;
+
+ // P+tD=a; t=(a-P)/D
+ // t=(a - p.x)*1/d.x = a/d.x +(- p.x/d.x)
+ const PxF32 dEpsilon = 1e-9f;
+ // using recipFast fails height field unit tests case where a ray cast from y=10000 to 0 gets clipped to 0.27 in y
+ PxF32 invDx = i::recip(i::selectMax(i::abs(rd.x), dEpsilon) * i::sign(rd.x));
+#ifdef RAYAABB_EPSILON
+ PxF32 tx0 = (minimum.x - RAYAABB_EPSILON - ro.x) * invDx;
+ PxF32 tx1 = (maximum.x + RAYAABB_EPSILON - ro.x) * invDx;
+#else
+ PxF32 tx0 = (minimum.x - ro.x) * invDx;
+ PxF32 tx1 = (maximum.x - ro.x) * invDx;
+#endif
+ PxF32 txMin = i::selectMin(tx0, tx1);
+ PxF32 txMax = i::selectMax(tx0, tx1);
+
+ PxF32 invDy = i::recip(i::selectMax(i::abs(rd.y), dEpsilon) * i::sign(rd.y));
+#ifdef RAYAABB_EPSILON
+ PxF32 ty0 = (minimum.y - RAYAABB_EPSILON - ro.y) * invDy;
+ PxF32 ty1 = (maximum.y + RAYAABB_EPSILON - ro.y) * invDy;
+#else
+ PxF32 ty0 = (minimum.y - ro.y) * invDy;
+ PxF32 ty1 = (maximum.y - ro.y) * invDy;
+#endif
+ PxF32 tyMin = i::selectMin(ty0, ty1);
+ PxF32 tyMax = i::selectMax(ty0, ty1);
+
+ PxF32 invDz = i::recip(i::selectMax(i::abs(rd.z), dEpsilon) * i::sign(rd.z));
+#ifdef RAYAABB_EPSILON
+ PxF32 tz0 = (minimum.z - RAYAABB_EPSILON - ro.z) * invDz;
+ PxF32 tz1 = (maximum.z + RAYAABB_EPSILON - ro.z) * invDz;
+#else
+ PxF32 tz0 = (minimum.z - ro.z) * invDz;
+ PxF32 tz1 = (maximum.z - ro.z) * invDz;
+#endif
+ PxF32 tzMin = i::selectMin(tz0, tz1);
+ PxF32 tzMax = i::selectMax(tz0, tz1);
+
+ PxF32 maxOfNears = i::selectMax(i::selectMax(txMin, tyMin), tzMin);
+ PxF32 minOfFars = i::selectMin(i::selectMin(txMax, tyMax), tzMax);
+
+ tnear = i::selectMax(maxOfNears, 0.0f);
+ tfar = i::selectMin(minOfFars, maxDist);
+
+ return (tnear<tfar);
+}
+
+bool Gu::intersectRayAABB2(const Ps::aos::Vec3VArg minimum, const Ps::aos::Vec3VArg maximum,
+ const Ps::aos::Vec3VArg ro, const Ps::aos::Vec3VArg rd, const Ps::aos::FloatVArg maxDist,
+ Ps::aos::FloatV& tnear, Ps::aos::FloatV& tfar)
+{
+ using namespace Ps::aos;
+ const FloatV zero = FZero();
+ const Vec3V eps = V3Load(1e-9f);
+ const Vec3V absRD = V3Max(V3Abs(rd), eps);
+ const Vec3V signRD = V3Sign(rd);
+ const Vec3V rdV = V3Mul(absRD, signRD);
+ const Vec3V rdVRecip = V3Recip(rdV);
+ const Vec3V _min = V3Mul(V3Sub(minimum, ro), rdVRecip);
+ const Vec3V _max = V3Mul(V3Sub(maximum, ro), rdVRecip);
+ const Vec3V min = V3Min(_max, _min);
+ const Vec3V max = V3Max(_max, _min);
+ const FloatV maxOfNears = FMax(V3GetX(min), FMax(V3GetY(min), V3GetZ(min)));
+ const FloatV minOfFars = FMin(V3GetX(max), FMin(V3GetY(max), V3GetZ(max)));
+
+ tnear = FMax(maxOfNears, zero);
+ tfar = FMin(minOfFars, maxDist);
+ //tfar = FAdd(FMin(minOfFars, maxDist), V3GetX(eps)); // AP: + epsilon because a test vs empty box should return true
+
+ return FAllGrtr(tfar, tnear) != 0;
+}
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
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBoxSIMD.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBoxSIMD.h
new file mode 100644
index 00000000..51f01dd7
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayBoxSIMD.h
@@ -0,0 +1,50 @@
+// 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_SIMD_H
+#define GU_INTERSECTION_RAY_BOX_SIMD_H
+
+#include "foundation/PxIntrinsics.h"
+#include "PxPhysXCommonConfig.h"
+#include "CmPhysXCommon.h"
+#include "PsVecMath.h"
+
+namespace physx
+{
+namespace Gu
+{
+ bool PX_PHYSX_COMMON_API intersectRayAABB2( const Ps::aos::Vec3VArg minimum, const Ps::aos::Vec3VArg maximum,
+ const Ps::aos::Vec3VArg ro, const Ps::aos::Vec3VArg rd, const Ps::aos::FloatVArg maxDist,
+ Ps::aos::FloatV& tnear, Ps::aos::FloatV& tfar);
+
+} // namespace Gu
+
+}
+
+#endif
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.cpp b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.cpp
new file mode 100644
index 00000000..bde848bd
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayCapsule.cpp
@@ -0,0 +1,245 @@
+// 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 "GuIntersectionRayCapsule.h"
+#include "GuIntersectionRaySphere.h"
+
+using namespace physx;
+
+// PT: ray-capsule intersection code, originally from the old Magic Software library.
+PxU32 Gu::intersectRayCapsuleInternal(const PxVec3& origin, const PxVec3& dir, const PxVec3& p0, const PxVec3& p1, float radius, PxReal s[2])
+{
+ // set up quadratic Q(t) = a*t^2 + 2*b*t + c
+ PxVec3 kW = p1 - p0;
+ const float fWLength = kW.magnitude();
+ if(fWLength!=0.0f)
+ kW /= fWLength;
+
+ // PT: if the capsule is in fact a sphere, switch back to dedicated sphere code.
+ // This is not just an optimization, the rest of the code fails otherwise.
+ if(fWLength<=1e-6f)
+ {
+ const float d0 = (origin - p0).magnitudeSquared();
+ const float d1 = (origin - p1).magnitudeSquared();
+ const float approxLength = (PxMax(d0, d1) + radius)*2.0f;
+ return PxU32(Gu::intersectRaySphere(origin, dir, approxLength, p0, radius, s[0]));
+ }
+
+ // generate orthonormal basis
+ PxVec3 kU(0.0f);
+
+ if (fWLength > 0.0f)
+ {
+ PxReal fInvLength;
+ if ( PxAbs(kW.x) >= PxAbs(kW.y) )
+ {
+ // W.x or W.z is the largest magnitude component, swap them
+ fInvLength = PxRecipSqrt(kW.x*kW.x + kW.z*kW.z);
+ kU.x = -kW.z*fInvLength;
+ kU.y = 0.0f;
+ kU.z = kW.x*fInvLength;
+ }
+ else
+ {
+ // W.y or W.z is the largest magnitude component, swap them
+ fInvLength = PxRecipSqrt(kW.y*kW.y + kW.z*kW.z);
+ kU.x = 0.0f;
+ kU.y = kW.z*fInvLength;
+ kU.z = -kW.y*fInvLength;
+ }
+ }
+
+ PxVec3 kV = kW.cross(kU);
+ kV.normalize(); // PT: fixed november, 24, 2004. This is a bug in Magic.
+
+ // compute intersection
+
+ PxVec3 kD(kU.dot(dir), kV.dot(dir), kW.dot(dir));
+ const float fDLength = kD.magnitude();
+ const float fInvDLength = fDLength!=0.0f ? 1.0f/fDLength : 0.0f;
+ kD *= fInvDLength;
+
+ const PxVec3 kDiff = origin - p0;
+ const PxVec3 kP(kU.dot(kDiff), kV.dot(kDiff), kW.dot(kDiff));
+ const PxReal fRadiusSqr = radius*radius;
+
+ // Is the velocity parallel to the capsule direction? (or zero)
+ if ( PxAbs(kD.z) >= 1.0f - PX_EPS_REAL || fDLength < PX_EPS_REAL )
+ {
+ const float fAxisDir = dir.dot(kW);
+
+ const PxReal fDiscr = fRadiusSqr - kP.x*kP.x - kP.y*kP.y;
+ if ( fAxisDir < 0 && fDiscr >= 0.0f )
+ {
+ // Velocity anti-parallel to the capsule direction
+ const PxReal fRoot = PxSqrt(fDiscr);
+ s[0] = (kP.z + fRoot)*fInvDLength;
+ s[1] = -(fWLength - kP.z + fRoot)*fInvDLength;
+ return 2;
+ }
+ else if ( fAxisDir > 0 && fDiscr >= 0.0f )
+ {
+ // Velocity parallel to the capsule direction
+ const PxReal fRoot = PxSqrt(fDiscr);
+ s[0] = -(kP.z + fRoot)*fInvDLength;
+ s[1] = (fWLength - kP.z + fRoot)*fInvDLength;
+ return 2;
+ }
+ else
+ {
+ // sphere heading wrong direction, or no velocity at all
+ return 0;
+ }
+ }
+
+ // test intersection with infinite cylinder
+ PxReal fA = kD.x*kD.x + kD.y*kD.y;
+ PxReal fB = kP.x*kD.x + kP.y*kD.y;
+ PxReal fC = kP.x*kP.x + kP.y*kP.y - fRadiusSqr;
+ PxReal fDiscr = fB*fB - fA*fC;
+ if ( fDiscr < 0.0f )
+ {
+ // line does not intersect infinite cylinder
+ return 0;
+ }
+
+ PxU32 iQuantity = 0;
+
+ if ( fDiscr > 0.0f )
+ {
+ // line intersects infinite cylinder in two places
+ const PxReal fRoot = PxSqrt(fDiscr);
+ const PxReal fInv = 1.0f/fA;
+ PxReal fT = (-fB - fRoot)*fInv;
+ PxReal fTmp = kP.z + fT*kD.z;
+ const float epsilon = 1e-3f; // PT: see TA35174
+ if ( fTmp >= -epsilon && fTmp <= fWLength+epsilon )
+ s[iQuantity++] = fT*fInvDLength;
+
+ fT = (-fB + fRoot)*fInv;
+ fTmp = kP.z + fT*kD.z;
+ if ( fTmp >= -epsilon && fTmp <= fWLength+epsilon )
+ s[iQuantity++] = fT*fInvDLength;
+
+ if ( iQuantity == 2 )
+ {
+ // line intersects capsule wall in two places
+ return 2;
+ }
+ }
+ else
+ {
+ // line is tangent to infinite cylinder
+ const PxReal fT = -fB/fA;
+ const PxReal fTmp = kP.z + fT*kD.z;
+ if ( 0.0f <= fTmp && fTmp <= fWLength )
+ {
+ s[0] = fT*fInvDLength;
+ return 1;
+ }
+ }
+
+ // test intersection with bottom hemisphere
+ // fA = 1
+ fB += kP.z*kD.z;
+ fC += kP.z*kP.z;
+ fDiscr = fB*fB - fC;
+ if ( fDiscr > 0.0f )
+ {
+ const PxReal fRoot = PxSqrt(fDiscr);
+ PxReal fT = -fB - fRoot;
+ PxReal fTmp = kP.z + fT*kD.z;
+ if ( fTmp <= 0.0f )
+ {
+ s[iQuantity++] = fT*fInvDLength;
+ if ( iQuantity == 2 )
+ return 2;
+ }
+
+ fT = -fB + fRoot;
+ fTmp = kP.z + fT*kD.z;
+ if ( fTmp <= 0.0f )
+ {
+ s[iQuantity++] = fT*fInvDLength;
+ if ( iQuantity == 2 )
+ return 2;
+ }
+ }
+ else if ( fDiscr == 0.0f )
+ {
+ const PxReal fT = -fB;
+ const PxReal fTmp = kP.z + fT*kD.z;
+ if ( fTmp <= 0.0f )
+ {
+ s[iQuantity++] = fT*fInvDLength;
+ if ( iQuantity == 2 )
+ return 2;
+ }
+ }
+
+ // test intersection with top hemisphere
+ // fA = 1
+ fB -= kD.z*fWLength;
+ fC += fWLength*(fWLength - 2.0f*kP.z);
+
+ fDiscr = fB*fB - fC;
+ if ( fDiscr > 0.0f )
+ {
+ const PxReal fRoot = PxSqrt(fDiscr);
+ PxReal fT = -fB - fRoot;
+ PxReal fTmp = kP.z + fT*kD.z;
+ if ( fTmp >= fWLength )
+ {
+ s[iQuantity++] = fT*fInvDLength;
+ if ( iQuantity == 2 )
+ return 2;
+ }
+
+ fT = -fB + fRoot;
+ fTmp = kP.z + fT*kD.z;
+ if ( fTmp >= fWLength )
+ {
+ s[iQuantity++] = fT*fInvDLength;
+ if ( iQuantity == 2 )
+ return 2;
+ }
+ }
+ else if ( fDiscr == 0.0f )
+ {
+ const PxReal fT = -fB;
+ const PxReal fTmp = kP.z + fT*kD.z;
+ if ( fTmp >= fWLength )
+ {
+ s[iQuantity++] = fT*fInvDLength;
+ if ( iQuantity == 2 )
+ return 2;
+ }
+ }
+ return iQuantity;
+}
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
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayPlane.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayPlane.h
new file mode 100644
index 00000000..b28c0658
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayPlane.h
@@ -0,0 +1,58 @@
+// 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_PLANE_H
+#define GU_INTERSECTION_RAY_PLANE_H
+
+#include "foundation/PxPlane.h"
+
+namespace physx
+{
+namespace Gu
+{
+ // Returns true if line and plane are not parallel
+ PX_INLINE bool intersectRayPlane(const PxVec3& orig, const PxVec3& dir, const PxPlane& plane, float& distanceAlongLine, PxVec3* pointOnPlane = NULL)
+ {
+ const float dn = dir.dot(plane.n);
+ if(-1E-7f < dn && dn < 1E-7f)
+ return false; // parallel
+
+ distanceAlongLine = -plane.distance(orig)/dn;
+
+ if(pointOnPlane)
+ *pointOnPlane = orig + distanceAlongLine * dir;
+
+ return true;
+ }
+
+} // namespace Gu
+
+}
+
+#endif
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRaySphere.cpp b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRaySphere.cpp
new file mode 100644
index 00000000..66b1f08f
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRaySphere.cpp
@@ -0,0 +1,105 @@
+// 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 "foundation/PxVec3.h"
+#include "GuIntersectionRaySphere.h"
+#include "GuIntersectionRay.h"
+
+using namespace physx;
+
+// Based on GD Mag code, but now works correctly when origin is inside the sphere.
+// This version has limited accuracy.
+bool Gu::intersectRaySphereBasic(const PxVec3& origin, const PxVec3& dir, PxReal length, const PxVec3& center, PxReal radius, PxReal& dist, PxVec3* hit_pos)
+{
+ // get the offset vector
+ const PxVec3 offset = center - origin;
+
+ // get the distance along the ray to the center point of the sphere
+ const PxReal ray_dist = dir.dot(offset);
+
+ // get the squared distances
+ const PxReal off2 = offset.dot(offset);
+ const PxReal rad_2 = radius * radius;
+ if(off2 <= rad_2)
+ {
+ // we're in the sphere
+ if(hit_pos)
+ *hit_pos = origin;
+ dist = 0.0f;
+ return true;
+ }
+
+ if(ray_dist <= 0 || (ray_dist - length) > radius)
+ {
+ // moving away from object or too far away
+ return false;
+ }
+
+ // find hit distance squared
+ const PxReal d = rad_2 - (off2 - ray_dist * ray_dist);
+ if(d<0.0f)
+ {
+ // ray passes by sphere without hitting
+ return false;
+ }
+
+ // get the distance along the ray
+ dist = ray_dist - PxSqrt(d);
+ if(dist > length)
+ {
+ // hit point beyond length
+ return false;
+ }
+
+ // sort out the details
+ if(hit_pos)
+ *hit_pos = origin + dir * dist;
+ return true;
+}
+
+// PT: modified version calls the previous function, but moves the ray origin closer to the sphere. The test accuracy is
+// greatly improved as a result. This is an idea proposed on the GD-Algorithms list by Eddie Edwards.
+// See: http://www.codercorner.com/blog/?p=321
+bool Gu::intersectRaySphere(const PxVec3& origin, const PxVec3& dir, PxReal length, const PxVec3& center, PxReal radius, PxReal& dist, PxVec3* hit_pos)
+{
+ const PxVec3 x = origin - center;
+ PxReal l = PxSqrt(x.dot(x)) - radius - GU_RAY_SURFACE_OFFSET;
+
+// if(l<0.0f)
+// l=0.0f;
+ l = physx::intrinsics::selectMax(l, 0.0f);
+
+ bool status = intersectRaySphereBasic(origin + l*dir, dir, length - l, center, radius, dist, hit_pos);
+ if(status)
+ {
+// dist += l/length;
+ dist += l;
+ }
+ return status;
+}
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRaySphere.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRaySphere.h
new file mode 100644
index 00000000..6c4244f3
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRaySphere.h
@@ -0,0 +1,49 @@
+// 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_SPHERE_H
+#define GU_INTERSECTION_RAY_SPHERE_H
+
+#include "CmPhysXCommon.h"
+
+namespace physx
+{
+namespace Gu
+{
+ // PT: basic version, limited accuracy, might fail for long rays vs small spheres
+ bool intersectRaySphereBasic(const PxVec3& origin, const PxVec3& dir, PxReal length, const PxVec3& center, PxReal radius, PxReal& dist, PxVec3* hit_pos = NULL);
+
+ // PT: version with improved accuracy
+ bool intersectRaySphere(const PxVec3& origin, const PxVec3& dir, PxReal length, const PxVec3& center, PxReal radius, PxReal& dist, PxVec3* hit_pos = NULL);
+
+} // namespace Gu
+
+}
+
+#endif
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h
new file mode 100644
index 00000000..3a8d22b6
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h
@@ -0,0 +1,179 @@
+// 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_TRIANGLE_H
+#define GU_INTERSECTION_RAY_TRIANGLE_H
+
+#include "foundation/PxVec3.h"
+#include "PxPhysXCommonConfig.h"
+#include "CmPhysXCommon.h"
+
+namespace physx
+{
+
+namespace Gu
+{
+ // PT: this is used for backface culling. It existed in Moller's original code already. Basically this is only to avoid dividing by zero.
+ // This should not depend on what units are used, and neither should it depend on the size of triangles. A large triangle with the same
+ // orientation as a small triangle should be backface culled the same way. A triangle whose orientation does not change should not suddenly
+ // become culled or visible when we scale it.
+ //
+ // An absolute epsilon is fine here. The computation will work fine for small triangles, and large triangles will simply make 'det' larger,
+ // more and more inaccurate, but it won't suddenly make it negative.
+ //
+ // Using FLT_EPSILON^2 ensures that triangles whose edges are smaller than FLT_EPSILON long are rejected. This epsilon makes the code work
+ // for very small triangles, while still preventing divisions by too small values.
+ #define GU_CULLING_EPSILON_RAY_TRIANGLE FLT_EPSILON*FLT_EPSILON
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes a ray-triangle intersection test.
+ * From Tomas Moeller's "Fast Minimum Storage Ray-Triangle Intersection"
+ * Could be optimized and cut into 2 methods (culled or not). Should make a batch one too to avoid the call overhead, or make it inline.
+ *
+ * \param orig [in] ray origin
+ * \param dir [in] ray direction
+ * \param vert0 [in] triangle vertex
+ * \param vert1 [in] triangle vertex
+ * \param vert2 [in] triangle vertex
+ * \param at [out] distance
+ * \param au [out] impact barycentric coordinate
+ * \param av [out] impact barycentric coordinate
+ * \param cull [in] true to use backface culling
+ * \param enlarge [in] enlarge triangle by specified epsilon in UV space to avoid false near-edge rejections
+ * \return true on overlap
+ * \note u, v and t will remain unchanged if false is returned.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ PX_FORCE_INLINE bool intersectRayTriangle( const PxVec3& orig, const PxVec3& dir,
+ const PxVec3& vert0, const PxVec3& vert1, const PxVec3& vert2,
+ PxReal& at, PxReal& au, PxReal& av,
+ bool cull, float enlarge=0.0f)
+ {
+ // Find vectors for two edges sharing vert0
+ const PxVec3 edge1 = vert1 - vert0;
+ const PxVec3 edge2 = vert2 - vert0;
+
+ // Begin calculating determinant - also used to calculate U parameter
+ const PxVec3 pvec = dir.cross(edge2); // error ~ |v2-v0|
+
+ // If determinant is near zero, ray lies in plane of triangle
+ const PxReal det = edge1.dot(pvec); // error ~ |v2-v0|*|v1-v0|
+
+ if(cull)
+ {
+ if(det<GU_CULLING_EPSILON_RAY_TRIANGLE)
+ return false;
+
+ // Calculate distance from vert0 to ray origin
+ const PxVec3 tvec = orig - vert0;
+
+ // Calculate U parameter and test bounds
+ const PxReal u = tvec.dot(pvec);
+
+ const PxReal enlargeCoeff = enlarge*det;
+ const PxReal uvlimit = -enlargeCoeff;
+ const PxReal uvlimit2 = det + enlargeCoeff;
+
+ if(u<uvlimit || u>uvlimit2)
+ return false;
+
+ // Prepare to test V parameter
+ const PxVec3 qvec = tvec.cross(edge1);
+
+ // Calculate V parameter and test bounds
+ const PxReal v = dir.dot(qvec);
+ if(v<uvlimit || (u+v)>uvlimit2)
+ return false;
+
+ // Calculate t, scale parameters, ray intersects triangle
+ const PxReal t = edge2.dot(qvec);
+
+ const PxReal inv_det = 1.0f / det;
+ at = t*inv_det;
+ au = u*inv_det;
+ av = v*inv_det;
+ }
+ else
+ {
+ // the non-culling branch
+ if(PxAbs(det)<GU_CULLING_EPSILON_RAY_TRIANGLE)
+ return false;
+
+ const PxReal inv_det = 1.0f / det;
+
+ // Calculate distance from vert0 to ray origin
+ const PxVec3 tvec = orig - vert0; // error ~ |orig-v0|
+
+ // Calculate U parameter and test bounds
+ const PxReal u = tvec.dot(pvec) * inv_det;
+ if(u<-enlarge || u>1.0f+enlarge)
+ return false;
+
+ // prepare to test V parameter
+ const PxVec3 qvec = tvec.cross(edge1);
+
+ // Calculate V parameter and test bounds
+ const PxReal v = dir.dot(qvec) * inv_det;
+ if(v<-enlarge || (u+v)>1.0f+enlarge)
+ return false;
+
+ // Calculate t, ray intersects triangle
+ const PxReal t = edge2.dot(qvec) * inv_det;
+
+ at = t;
+ au = u;
+ av = v;
+ }
+ return true;
+ }
+
+ /* \note u, v and t will remain unchanged if false is returned. */
+ PX_FORCE_INLINE bool intersectRayTriangleCulling( const PxVec3& orig, const PxVec3& dir,
+ const PxVec3& vert0, const PxVec3& vert1, const PxVec3& vert2,
+ PxReal& t, PxReal& u, PxReal& v,
+ float enlarge=0.0f)
+ {
+ return intersectRayTriangle(orig, dir, vert0, vert1, vert2, t, u, v, true, enlarge);
+ }
+
+ /* \note u, v and t will remain unchanged if false is returned. */
+ PX_FORCE_INLINE bool intersectRayTriangleNoCulling( const PxVec3& orig, const PxVec3& dir,
+ const PxVec3& vert0, const PxVec3& vert1, const PxVec3& vert2,
+ PxReal& t, PxReal& u, PxReal& v,
+ float enlarge=0.0f)
+ {
+ return intersectRayTriangle(orig, dir, vert0, vert1, vert2, t, u, v, false, enlarge);
+ }
+
+} // namespace Gu
+
+}
+
+#endif
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionSphereBox.cpp b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionSphereBox.cpp
new file mode 100644
index 00000000..bb5e5769
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionSphereBox.cpp
@@ -0,0 +1,88 @@
+// 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 "GuIntersectionSphereBox.h"
+#include "GuSphere.h"
+#include "GuBox.h"
+
+using namespace physx;
+
+bool Gu::intersectSphereBox(const Sphere& sphere, const Box& box)
+{
+ const PxVec3 delta = sphere.center - box.center;
+ PxVec3 dRot = box.rot.transformTranspose(delta); //transform delta into OBB body coords. (use method call!)
+
+ //check if delta is outside AABB - and clip the vector to the AABB.
+ bool outside = false;
+
+ if(dRot.x < -box.extents.x)
+ {
+ outside = true;
+ dRot.x = -box.extents.x;
+ }
+ else if(dRot.x > box.extents.x)
+ {
+ outside = true;
+ dRot.x = box.extents.x;
+ }
+
+ if(dRot.y < -box.extents.y)
+ {
+ outside = true;
+ dRot.y = -box.extents.y;
+ }
+ else if(dRot.y > box.extents.y)
+ {
+ outside = true;
+ dRot.y = box.extents.y;
+ }
+
+ if(dRot.z < -box.extents.z)
+ {
+ outside = true;
+ dRot.z = -box.extents.z;
+ }
+ else if(dRot.z > box.extents.z)
+ {
+ outside = true;
+ dRot.z = box.extents.z;
+ }
+
+ if(outside) //if clipping was done, sphere center is outside of box.
+ {
+ const PxVec3 clippedDelta = box.rot.transform(dRot); //get clipped delta back in world coords.
+
+ const PxVec3 clippedVec = delta - clippedDelta; //what we clipped away.
+ const PxReal lenSquared = clippedVec.magnitudeSquared();
+ const PxReal radius = sphere.radius;
+ if(lenSquared > radius * radius) // PT: objects are defined as closed, so we return 'true' in case of equality
+ return false; //disjoint
+ }
+ return true;
+}
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionSphereBox.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionSphereBox.h
new file mode 100644
index 00000000..b8864473
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionSphereBox.h
@@ -0,0 +1,54 @@
+// 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_SPHERE_BOX_H
+#define GU_INTERSECTION_SPHERE_BOX_H
+
+namespace physx
+{
+namespace Gu
+{
+ class Sphere;
+ class Box;
+
+ /**
+ Checks if a sphere intersects a box. Based on: Jim Arvo, A Simple Method for Box-Sphere Intersection Testing, Graphics Gems, pp. 247-250.
+
+ \param sphere [in] sphere
+ \param box [in] box
+
+ \return true if sphere overlaps box (or exactly touches it)
+ */
+ bool intersectSphereBox(const Gu::Sphere& sphere, const Gu::Box& box);
+
+} // namespace Gu
+
+}
+
+#endif
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionTriangleBox.cpp b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionTriangleBox.cpp
new file mode 100644
index 00000000..9d3fbed3
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionTriangleBox.cpp
@@ -0,0 +1,395 @@
+// 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 "GuIntersectionTriangleBox.h"
+#include "CmMatrix34.h"
+#include "PsVecMath.h"
+#include "GuBox.h"
+#include "GuSIMDHelpers.h"
+
+using namespace physx;
+
+/********************************************************/
+/* AABB-triangle overlap test code */
+/* by Tomas Akenine-M?r */
+/* Function: int triBoxOverlap(float boxcenter[3], */
+/* float boxhalfsize[3],float triverts[3][3]); */
+/* History: */
+/* 2001-03-05: released the code in its first version */
+/* 2001-06-18: changed the order of the tests, faster */
+/* */
+/* Acknowledgement: Many thanks to Pierre Terdiman for */
+/* suggestions and discussions on how to optimize code. */
+/* Thanks to David Hunt for finding a ">="-bug! */
+/********************************************************/
+
+#define CROSS(dest,v1,v2) \
+ dest.x=v1.y*v2.z-v1.z*v2.y; \
+ dest.y=v1.z*v2.x-v1.x*v2.z; \
+ dest.z=v1.x*v2.y-v1.y*v2.x;
+
+#define DOT(v1,v2) (v1.x*v2.x+v1.y*v2.y+v1.z*v2.z)
+
+#define FINDMINMAX(x0, x1, x2, minimum, maximum) \
+ minimum = physx::intrinsics::selectMin(x0, x1); \
+ maximum = physx::intrinsics::selectMax(x0, x1); \
+ minimum = physx::intrinsics::selectMin(minimum, x2); \
+ maximum = physx::intrinsics::selectMax(maximum, x2);
+
+static PX_FORCE_INLINE Ps::IntBool planeBoxOverlap(const PxVec3& normal, PxReal d, const PxVec3& maxbox)
+{
+ PxVec3 vmin,vmax;
+
+ if (normal.x>0.0f)
+ {
+ vmin.x = -maxbox.x;
+ vmax.x = maxbox.x;
+ }
+ else
+ {
+ vmin.x = maxbox.x;
+ vmax.x = -maxbox.x;
+ }
+
+ if (normal.y>0.0f)
+ {
+ vmin.y = -maxbox.y;
+ vmax.y = maxbox.y;
+ }
+ else
+ {
+ vmin.y = maxbox.y;
+ vmax.y = -maxbox.y;
+ }
+
+ if (normal.z>0.0f)
+ {
+ vmin.z = -maxbox.z;
+ vmax.z = maxbox.z;
+ }
+ else
+ {
+ vmin.z = maxbox.z;
+ vmax.z = -maxbox.z;
+ }
+
+ if( normal.dot(vmin) + d > 0.0f) return Ps::IntFalse;
+ if( normal.dot(vmax) + d >= 0.0f) return Ps::IntTrue;
+ return Ps::IntFalse;
+}
+
+/*======================== X-tests ========================*/
+#define AXISTEST_X01(a, b, fa, fb) \
+ p0 = a*v0.y - b*v0.z; \
+ p2 = a*v2.y - b*v2.z; \
+ minimum = physx::intrinsics::selectMin(p0, p2); \
+ maximum = physx::intrinsics::selectMax(p0, p2); \
+ rad = fa * extents.y + fb * extents.z; \
+ if(minimum>rad || maximum<-rad) return Ps::IntFalse;
+
+#define AXISTEST_X2(a, b, fa, fb) \
+ p0 = a*v0.y - b*v0.z; \
+ p1 = a*v1.y - b*v1.z; \
+ minimum = physx::intrinsics::selectMin(p0, p1); \
+ maximum = physx::intrinsics::selectMax(p0, p1); \
+ rad = fa * extents.y + fb * extents.z; \
+ if(minimum>rad || maximum<-rad) return Ps::IntFalse;
+
+/*======================== Y-tests ========================*/
+#define AXISTEST_Y02(a, b, fa, fb) \
+ p0 = -a*v0.x + b*v0.z; \
+ p2 = -a*v2.x + b*v2.z; \
+ minimum = physx::intrinsics::selectMin(p0, p2); \
+ maximum = physx::intrinsics::selectMax(p0, p2); \
+ rad = fa * extents.x + fb * extents.z; \
+ if(minimum>rad || maximum<-rad) return Ps::IntFalse;
+
+#define AXISTEST_Y1(a, b, fa, fb) \
+ p0 = -a*v0.x + b*v0.z; \
+ p1 = -a*v1.x + b*v1.z; \
+ minimum = physx::intrinsics::selectMin(p0, p1); \
+ maximum = physx::intrinsics::selectMax(p0, p1); \
+ rad = fa * extents.x + fb * extents.z; \
+ if(minimum>rad || maximum<-rad) return Ps::IntFalse;
+
+/*======================== Z-tests ========================*/
+#define AXISTEST_Z12(a, b, fa, fb) \
+ p1 = a*v1.x - b*v1.y; \
+ p2 = a*v2.x - b*v2.y; \
+ minimum = physx::intrinsics::selectMin(p1, p2); \
+ maximum = physx::intrinsics::selectMax(p1, p2); \
+ rad = fa * extents.x + fb * extents.y; \
+ if(minimum>rad || maximum<-rad) return Ps::IntFalse;
+
+#define AXISTEST_Z0(a, b, fa, fb) \
+ p0 = a*v0.x - b*v0.y; \
+ p1 = a*v1.x - b*v1.y; \
+ minimum = physx::intrinsics::selectMin(p0, p1); \
+ maximum = physx::intrinsics::selectMax(p0, p1); \
+ rad = fa * extents.x + fb * extents.y; \
+ if(minimum>rad || maximum<-rad) return Ps::IntFalse;
+
+Ps::IntBool Gu::intersectTriangleBox_ReferenceCode(const PxVec3& boxcenter, const PxVec3& extents, const PxVec3& tp0, const PxVec3& tp1, const PxVec3& tp2)
+{
+ /* use separating axis theorem to test overlap between triangle and box */
+ /* need to test for overlap in these directions: */
+ /* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */
+ /* we do not even need to test these) */
+ /* 2) normal of the triangle */
+ /* 3) crossproduct(edge from tri, {x,y,z}-directin) */
+ /* this gives 3x3=9 more tests */
+
+ // This is the fastest branch on Sun - move everything so that the boxcenter is in (0,0,0)
+ const PxVec3 v0 = tp0 - boxcenter;
+ const PxVec3 v1 = tp1 - boxcenter;
+ const PxVec3 v2 = tp2 - boxcenter;
+
+ // compute triangle edges
+ const PxVec3 e0 = v1 - v0; // tri edge 0
+ const PxVec3 e1 = v2 - v1; // tri edge 1
+ const PxVec3 e2 = v0 - v2; // tri edge 2
+
+ float minimum,maximum,rad,p0,p1,p2;
+
+ // Bullet 3: test the 9 tests first (this was faster)
+ float fex = PxAbs(e0.x);
+ float fey = PxAbs(e0.y);
+ float fez = PxAbs(e0.z);
+ AXISTEST_X01(e0.z, e0.y, fez, fey);
+ AXISTEST_Y02(e0.z, e0.x, fez, fex);
+ AXISTEST_Z12(e0.y, e0.x, fey, fex);
+
+ fex = PxAbs(e1.x);
+ fey = PxAbs(e1.y);
+ fez = PxAbs(e1.z);
+ AXISTEST_X01(e1.z, e1.y, fez, fey);
+ AXISTEST_Y02(e1.z, e1.x, fez, fex);
+ AXISTEST_Z0(e1.y, e1.x, fey, fex);
+
+ fex = PxAbs(e2.x);
+ fey = PxAbs(e2.y);
+ fez = PxAbs(e2.z);
+ AXISTEST_X2(e2.z, e2.y, fez, fey);
+ AXISTEST_Y1(e2.z, e2.x, fez, fex);
+ AXISTEST_Z12(e2.y, e2.x, fey, fex);
+
+ // Bullet 1:
+ // first test overlap in the {x,y,z}-directions
+ // find minimum, maximum of the triangle each direction, and test for overlap in
+ // that direction -- this is equivalent to testing a minimal AABB around
+ // the triangle against the AABB
+
+ // test in X-direction
+ FINDMINMAX(v0.x, v1.x, v2.x, minimum, maximum);
+ if(minimum>extents.x || maximum<-extents.x) return Ps::IntFalse;
+
+ // test in Y-direction
+ FINDMINMAX(v0.y, v1.y, v2.y, minimum, maximum);
+ if(minimum>extents.y || maximum<-extents.y) return Ps::IntFalse;
+
+ // test in Z-direction
+ FINDMINMAX(v0.z, v1.z, v2.z, minimum, maximum);
+ if(minimum>extents.z || maximum<-extents.z) return Ps::IntFalse;
+
+ // Bullet 2:
+ // test if the box intersects the plane of the triangle
+ // compute plane equation of triangle: normal*x+d=0
+ PxVec3 normal;
+ CROSS(normal,e0,e1);
+ const float d=-DOT(normal,v0); // plane eq: normal.x+d=0
+ if(!planeBoxOverlap(normal, d, extents)) return Ps::IntFalse;
+
+ return Ps::IntTrue; // box and triangle overlaps
+}
+
+#undef CROSS
+#undef DOT
+#undef FINDMINMAX
+#undef AXISTEST_X01
+#undef AXISTEST_X2
+#undef AXISTEST_Y02
+#undef AXISTEST_Y1
+#undef AXISTEST_Z12
+#undef AXISTEST_Z0
+
+
+
+using namespace Ps::aos;
+
+static PX_FORCE_INLINE int testClassIIIAxes(const Vec4V& e0V, const Vec4V v0V, const Vec4V v1V, const Vec4V v2V, const PxVec3& extents)
+{
+ const Vec4V e0XZY_V = V4PermYZXW(e0V);
+
+ const Vec4V v0XZY_V = V4PermYZXW(v0V);
+ const Vec4V p0V = V4NegMulSub(v0XZY_V, e0V, V4Mul(v0V, e0XZY_V));
+
+ const Vec4V v1XZY_V = V4PermYZXW(v1V);
+ const Vec4V p1V = V4NegMulSub(v1XZY_V, e0V, V4Mul(v1V, e0XZY_V));
+
+ const Vec4V v2XZY_V = V4PermYZXW(v2V);
+ const Vec4V p2V = V4NegMulSub(v2XZY_V, e0V, V4Mul(v2V, e0XZY_V));
+
+ Vec4V minV = V4Min(p0V, p1V);
+ minV = V4Min(minV, p2V);
+
+ const Vec4V extentsV = V4LoadU(&extents.x);
+ const Vec4V fe0ZYX_V = V4Abs(e0V);
+
+ const Vec4V fe0XZY_V = V4PermYZXW(fe0ZYX_V);
+ const Vec4V extentsXZY_V = V4PermYZXW(extentsV);
+ Vec4V radV = V4MulAdd(extentsV, fe0XZY_V, V4Mul(extentsXZY_V, fe0ZYX_V));
+
+ if(V4AnyGrtr3(minV, radV))
+ return 0;
+
+ Vec4V maxV = V4Max(p0V, p1V);
+ maxV = V4Max(maxV, p2V);
+
+ radV = V4Sub(V4Zero(), radV);
+
+ if(V4AnyGrtr3(radV, maxV))
+ return 0;
+ return 1;
+}
+
+static const VecU32V signV = U4LoadXYZW(0x80000000, 0x80000000, 0x80000000, 0x80000000);
+
+static PX_FORCE_INLINE Ps::IntBool intersectTriangleBoxInternal(const Vec4V v0V, const Vec4V v1V, const Vec4V v2V, const PxVec3& extents)
+{
+ // Test box axes
+ {
+ Vec4V extentsV = V4LoadU(&extents.x);
+
+ {
+ const Vec4V cV = V4Abs(v0V);
+ if(V4AllGrtrOrEq3(extentsV, cV))
+ return 1;
+ }
+
+ Vec4V minV = V4Min(v0V, v1V);
+ minV = V4Min(minV, v2V);
+
+ if(V4AnyGrtr3(minV, extentsV))
+ return 0;
+
+ Vec4V maxV = V4Max(v0V, v1V);
+ maxV = V4Max(maxV, v2V);
+ extentsV = V4Sub(V4Zero(), extentsV);
+
+ if(V4AnyGrtr3(extentsV, maxV))
+ return 0;
+ }
+
+ // Test if the box intersects the plane of the triangle
+ const Vec4V e0V = V4Sub(v1V, v0V);
+ const Vec4V e1V = V4Sub(v2V, v1V);
+ {
+ const Vec4V normalV = V4Cross(e0V, e1V);
+ const Vec4V dV = Vec4V_From_FloatV(V4Dot3(normalV, v0V));
+
+ const Vec4V extentsV = V4LoadU(&extents.x);
+ VecU32V normalSignsV = V4U32and(VecU32V_ReinterpretFrom_Vec4V(normalV), signV);
+ const Vec4V maxV = Vec4V_ReinterpretFrom_VecU32V(V4U32or(VecU32V_ReinterpretFrom_Vec4V(extentsV), normalSignsV));
+
+ Vec4V tmpV = Vec4V_From_FloatV(V4Dot3(normalV, maxV));
+ if(V4AnyGrtr3(dV, tmpV))
+ return 0;
+
+ normalSignsV = V4U32xor(normalSignsV, signV);
+ const Vec4V minV = Vec4V_ReinterpretFrom_VecU32V(V4U32or(VecU32V_ReinterpretFrom_Vec4V(extentsV), normalSignsV));
+
+ tmpV = Vec4V_From_FloatV(V4Dot3(normalV, minV));
+ if(V4AnyGrtr3(tmpV, dV))
+ return 0;
+ }
+
+ // Edge-edge tests
+ {
+ if(!testClassIIIAxes(e0V, v0V, v1V, v2V, extents))
+ return 0;
+ if(!testClassIIIAxes(e1V, v0V, v1V, v2V, extents))
+ return 0;
+ const Vec4V e2V = V4Sub(v0V, v2V);
+ if(!testClassIIIAxes(e2V, v0V, v1V, v2V, extents))
+ return 0;
+ }
+ return 1;
+}
+
+// PT: a SIMD version of Tomas Moller's triangle-box SAT code
+Ps::IntBool Gu::intersectTriangleBox_Unsafe(const PxVec3& center, const PxVec3& extents, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
+{
+ // Move everything so that the boxcenter is in (0,0,0)
+ const Vec4V BoxCenterV = V4LoadU(&center.x);
+ const Vec4V v0V = V4Sub(V4LoadU(&p0.x), BoxCenterV);
+ const Vec4V v1V = V4Sub(V4LoadU(&p1.x), BoxCenterV);
+ const Vec4V v2V = V4Sub(V4LoadU(&p2.x), BoxCenterV);
+
+ return intersectTriangleBoxInternal(v0V, v1V, v2V, extents);
+}
+
+Ps::IntBool Gu::intersectTriangleBox(const BoxPadded& box, const PxVec3& p0_, const PxVec3& p1_, const PxVec3& p2_)
+{
+ // PT: TODO: SIMDify this part
+
+ // Vec3p ensures we can safely V4LoadU the data
+ const Vec3p p0 = box.rotateInv(p0_ - box.center);
+ const Vec3p p1 = box.rotateInv(p1_ - box.center);
+ const Vec3p p2 = box.rotateInv(p2_ - box.center);
+
+ const Vec4V v0V = V4LoadU(&p0.x);
+ const Vec4V v1V = V4LoadU(&p1.x);
+ const Vec4V v2V = V4LoadU(&p2.x);
+
+ return intersectTriangleBoxInternal(v0V, v1V, v2V, box.extents);
+}
+
+static PX_FORCE_INLINE Vec4V multiply3x3V(const Vec4V p, const PxMat33& mat)
+{
+ const FloatV xxxV = V4GetX(p);
+ const FloatV yyyV = V4GetY(p);
+ const FloatV zzzV = V4GetZ(p);
+
+ Vec4V ResV = V4Scale(V4LoadU(&mat.column0.x), xxxV);
+ ResV = V4Add(ResV, V4Scale(V4LoadU(&mat.column1.x), yyyV));
+ ResV = V4Add(ResV, V4Scale(V4LoadU(&mat.column2.x), zzzV));
+ return ResV;
+}
+
+// PT: warning: all params must be safe to V4LoadU
+Ps::IntBool intersectTriangleBoxBV4(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2,
+ const PxMat33& rotModelToBox, const PxVec3& transModelToBox, const PxVec3& extents)
+{
+ const Vec4V transModelToBoxV = V4LoadU(&transModelToBox.x);
+ const Vec4V v0V = V4Add(multiply3x3V(V4LoadU(&p0.x), rotModelToBox), transModelToBoxV);
+ const Vec4V v1V = V4Add(multiply3x3V(V4LoadU(&p1.x), rotModelToBox), transModelToBoxV);
+ const Vec4V v2V = V4Add(multiply3x3V(V4LoadU(&p2.x), rotModelToBox), transModelToBoxV);
+
+ return intersectTriangleBoxInternal(v0V, v1V, v2V, extents);
+}