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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/src/mesh/GuSweepConvexTri.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/GeomUtils/src/mesh/GuSweepConvexTri.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/mesh/GuSweepConvexTri.h | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/mesh/GuSweepConvexTri.h b/PhysX_3.4/Source/GeomUtils/src/mesh/GuSweepConvexTri.h new file mode 100644 index 00000000..15263717 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/mesh/GuSweepConvexTri.h @@ -0,0 +1,103 @@ +// 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_SWEEP_CONVEX_TRI +#define GU_SWEEP_CONVEX_TRI + +#include "GuVecTriangle.h" +#include "GuVecConvexHull.h" +#include "GuConvexMesh.h" +#include "PxConvexMeshGeometry.h" +#include "GuGJKRaycast.h" + +// return true if hit, false if no hit +static PX_FORCE_INLINE bool sweepConvexVsTriangle( + const PxVec3& v0, const PxVec3& v1, const PxVec3& v2, + ConvexHullV& convexHull, const Ps::aos::PsMatTransformV& meshToConvex, const Ps::aos::PsTransformV& convexTransfV, + const Ps::aos::Vec3VArg convexSpaceDir, const PxVec3& unitDir, const PxVec3& meshSpaceUnitDir, + const Ps::aos::FloatVArg fullDistance, PxReal shrunkDistance, + PxSweepHit& hit, bool isDoubleSided, const PxReal inflation, bool& initialOverlap, PxU32 faceIndex) +{ + using namespace Ps::aos; + // Create triangle normal + const PxVec3 denormalizedNormal = (v1 - v0).cross(v2 - v1); + + // Backface culling + // PT: WARNING, the test is reversed compared to usual because we pass -unitDir to this function + const bool culled = !isDoubleSided && (denormalizedNormal.dot(meshSpaceUnitDir) <= 0.0f); + if(culled) + return false; + + const Vec3V zeroV = V3Zero(); + const FloatV zero = FZero(); + + const Vec3V p0 = V3LoadU(v0); // in mesh local space + const Vec3V p1 = V3LoadU(v1); + const Vec3V p2 = V3LoadU(v2); + + // transform triangle verts from mesh local to convex local space + TriangleV triangleV(meshToConvex.transform(p0), meshToConvex.transform(p1), meshToConvex.transform(p2)); + + FloatV toi; + Vec3V closestA,normal; + + LocalConvex<TriangleV> convexA(triangleV); + LocalConvex<ConvexHullV> convexB(convexHull); + const Vec3V initialSearchDir = V3Sub(triangleV.getCenter(), convexHull.getCenter()); + // run GJK raycast + // sweep triangle in convex local space vs convex, closestA will be the impact point in convex local space + const bool gjkHit = gjkRaycastPenetration<LocalConvex<TriangleV>, LocalConvex<ConvexHullV> >( + convexA, convexB, initialSearchDir, zero, zeroV, convexSpaceDir, toi, normal, closestA, inflation, false); + if(!gjkHit) + return false; + + const FloatV minDist = FLoad(shrunkDistance); + const Vec3V destWorldPointA = convexTransfV.transform(closestA); + const Vec3V destNormal = V3Normalize(convexTransfV.rotate(normal)); + + if(FAllGrtrOrEq(zero, toi)) + { + initialOverlap = true; // PT: TODO: redundant with hit distance, consider removing + return setInitialOverlapResults(hit, unitDir, faceIndex); + } + + const FloatV dist = FMul(toi, fullDistance); // scale the toi to original full sweep distance + if(FAllGrtr(minDist, dist)) // is current dist < minDist? + { + hit.faceIndex = faceIndex; + hit.flags = PxHitFlag::eDISTANCE | PxHitFlag::ePOSITION | PxHitFlag::eNORMAL | PxHitFlag::eFACE_INDEX; + V3StoreU(destWorldPointA, hit.position); + V3StoreU(destNormal, hit.normal); + FStore(dist, &hit.distance); + return true; // report a hit + } + return false; // report no hit +} + +#endif |