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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/src/mesh/GuSweepConvexTri.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef GU_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