aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/GeomUtils/src/mesh/GuBV4_CapsuleSweepAA.cpp
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/mesh/GuBV4_CapsuleSweepAA.cpp
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/mesh/GuBV4_CapsuleSweepAA.cpp')
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/mesh/GuBV4_CapsuleSweepAA.cpp111
1 files changed, 111 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/mesh/GuBV4_CapsuleSweepAA.cpp b/PhysX_3.4/Source/GeomUtils/src/mesh/GuBV4_CapsuleSweepAA.cpp
new file mode 100644
index 00000000..1fd6aa05
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/mesh/GuBV4_CapsuleSweepAA.cpp
@@ -0,0 +1,111 @@
+// 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 "GuBV4.h"
+#include "GuSweepSphereTriangle.h"
+using namespace physx;
+using namespace Gu;
+
+#if PX_INTEL_FAMILY
+
+#include "PsVecMath.h"
+using namespace physx::shdfnd::aos;
+
+#include "GuBV4_Common.h"
+#include "GuInternal.h"
+
+#define SWEEP_AABB_IMPL
+
+ // PT: TODO: refactor structure (TA34704)
+ struct RayParams
+ {
+ #ifdef GU_BV4_QUANTIZED_TREE
+ BV4_ALIGN16(Vec3p mCenterOrMinCoeff_PaddedAligned);
+ BV4_ALIGN16(Vec3p mExtentsOrMaxCoeff_PaddedAligned);
+ #endif
+ #ifndef GU_BV4_USE_SLABS
+ BV4_ALIGN16(Vec3p mData2_PaddedAligned);
+ BV4_ALIGN16(Vec3p mFDir_PaddedAligned);
+ BV4_ALIGN16(Vec3p mData_PaddedAligned);
+ BV4_ALIGN16(Vec3p mLocalDir_PaddedAligned);
+ #endif
+ BV4_ALIGN16(Vec3p mOrigin_Padded); // PT: TODO: this one could be switched to PaddedAligned & V4LoadA (TA34704)
+ };
+
+#include "GuBV4_BoxSweep_Params.h"
+
+namespace
+{
+ struct CapsuleSweepParams : BoxSweepParams
+ {
+ Capsule mLocalCapsule;
+ PxVec3 mCapsuleCenter;
+ PxVec3 mExtrusionDir;
+ PxU32 mEarlyExit;
+ float mBestAlignmentValue;
+ float mBestDistance;
+ float mMaxDist;
+ };
+}
+
+#include "GuBV4_CapsuleSweep_Internal.h"
+#include "GuBV4_Internal.h"
+
+#include "GuBV4_AABBAABBSweepTest.h"
+#ifdef GU_BV4_USE_SLABS
+ #include "GuBV4_Slabs.h"
+#endif
+#include "GuBV4_ProcessStreamOrdered_SegmentAABB_Inflated.h"
+#include "GuBV4_ProcessStreamNoOrder_SegmentAABB_Inflated.h"
+#ifdef GU_BV4_USE_SLABS
+ #include "GuBV4_Slabs_KajiyaNoOrder.h"
+ #include "GuBV4_Slabs_KajiyaOrdered.h"
+#endif
+
+Ps::IntBool BV4_CapsuleSweepSingleAA(const Capsule& capsule, const PxVec3& dir, float maxDist, const BV4Tree& tree, SweepHit* PX_RESTRICT hit, PxU32 flags)
+{
+ const SourceMesh* PX_RESTRICT mesh = tree.mMeshInterface;
+
+ CapsuleSweepParams Params;
+ setupCapsuleParams(&Params, capsule, dir, maxDist, &tree, mesh, flags);
+
+ if(tree.mNodes)
+ {
+ if(Params.mEarlyExit)
+ processStreamRayNoOrder(1, LeafFunction_CapsuleSweepAny)(tree.mNodes, tree.mInitData, &Params);
+ else
+ processStreamRayOrdered(1, LeafFunction_CapsuleSweepClosest)(tree.mNodes, tree.mInitData, &Params);
+ }
+ else
+ doBruteForceTests<LeafFunction_CapsuleSweepAny, LeafFunction_CapsuleSweepClosest>(mesh->getNbTriangles(), &Params);
+
+ return computeImpactDataT<ImpactFunctionCapsule>(capsule, dir, hit, &Params, NULL, (flags & QUERY_MODIFIER_DOUBLE_SIDED)!=0, (flags & QUERY_MODIFIER_MESH_BOTH_SIDES)!=0);
+}
+
+#endif