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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/pcm/GuPCMContactSphereBox.cpp | |
| 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/pcm/GuPCMContactSphereBox.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereBox.cpp | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereBox.cpp b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereBox.cpp new file mode 100644 index 00000000..2c0378e6 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereBox.cpp @@ -0,0 +1,157 @@ +// 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 "GuGJKWrapper.h" +#include "GuVecBox.h" +#include "GuVecSphere.h" +#include "GuGeometryUnion.h" + +#include "GuContactMethodImpl.h" +#include "GuContactBuffer.h" + + + +namespace physx +{ + +namespace Gu +{ +bool pcmContactSphereBox(GU_CONTACT_METHOD_ARGS) +{ + PX_UNUSED(renderOutput); + PX_UNUSED(cache); + + using namespace Ps::aos; + // Get actual shape data + const PxSphereGeometry& shapeSphere = shape0.get<const PxSphereGeometry>(); + const PxBoxGeometry& shapeBox = shape1.get<const PxBoxGeometry>(); + // + + //const PsTransformV transf0(transform0); + const Vec3V sphereOrigin = V3LoadA(&transform0.p.x); + //const PsTransformV transf1(transform1); + + const QuatV q1 = QuatVLoadA(&transform1.q.x); + const Vec3V p1 = V3LoadA(&transform1.p.x); + + const FloatV radius = FLoad(shapeSphere.radius); + + const PsTransformV transf1(p1, q1); + + const FloatV cDist = FLoad(params.mContactDistance); + + const Vec3V boxExtents = V3LoadU(shapeBox.halfExtents); + + //translate sphere center into the box space + const Vec3V sphereCenter = transf1.transformInv(sphereOrigin); + + const Vec3V nBoxExtents = V3Neg(boxExtents); + + //const FloatV radSq = FMul(radius, radius); + + const FloatV inflatedSum = FAdd(radius, cDist); + const FloatV sqInflatedSum = FMul(inflatedSum, inflatedSum); + + const Vec3V p = V3Clamp(sphereCenter, nBoxExtents, boxExtents); + const Vec3V v = V3Sub(sphereCenter, p); + const FloatV lengthSq = V3Dot(v, v); + + PX_ASSERT(contactBuffer.count < ContactBuffer::MAX_CONTACTS); + + if(FAllGrtr(sqInflatedSum, lengthSq))//intersect + { + //check whether the spherCenter is inside the box + const BoolV bInsideBox = V3IsGrtrOrEq(boxExtents, V3Abs(sphereCenter)); + // PT: TODO: ??? revisit this, why do we have both BAllEqTTTT and BAllTrue3? + if(BAllEqTTTT(BAllTrue3(bInsideBox)))//sphere center inside the box + { + //Pick directions and sign + const Vec3V absP = V3Abs(p); + const Vec3V distToSurface = V3Sub(boxExtents, absP);//dist from embedded center to box surface along 3 dimensions. + + const FloatV x = V3GetX(distToSurface); + const FloatV y = V3GetY(distToSurface); + const FloatV z = V3GetZ(distToSurface); + + const Vec3V xV = V3Splat(x); + const Vec3V zV = V3Splat(z); + + //find smallest element of distToSurface + const BoolV con0 = BAllTrue3(V3IsGrtrOrEq(distToSurface, zV)); + const BoolV con1 = BAllTrue3(V3IsGrtrOrEq(distToSurface, xV)); + const Vec3V sign = V3Sign(p); + + const Vec3V tmpX = V3Mul(V3UnitX(), sign); + const Vec3V tmpY = V3Mul(V3UnitY(), sign); + const Vec3V tmpZ = V3Mul(V3UnitZ(), sign); + + const Vec3V locNorm= V3Sel(con0, tmpZ, V3Sel(con1, tmpX, tmpY));////local coords contact normal + const FloatV dist = FNeg(FSel(con0, z, FSel(con1, x, y))); + + //separation so far is just the embedding of the center point; we still have to push out all of the radius. + const Vec3V point = sphereOrigin; + const Vec3V normal = transf1.rotate(locNorm); + const FloatV penetration = FSub(dist, radius); + + + Gu::ContactPoint& contact = contactBuffer.contacts[contactBuffer.count++]; + V4StoreA(Vec4V_From_Vec3V(normal), &contact.normal.x); + V4StoreA(Vec4V_From_Vec3V(point), &contact.point.x); + FStore(penetration, &contact.separation); + + contact.internalFaceIndex1 = PXC_CONTACT_NO_FACE_INDEX; + //context.mContactBuffer.contact(point, normal, penetration); + } + else + { + //get the closest point from the center to the box surface + const FloatV recipLength = FRsqrt(lengthSq); + const FloatV length = FRecip(recipLength); + const Vec3V locNorm = V3Scale(v, recipLength); + const FloatV penetration = FSub(length, radius); + const Vec3V normal = transf1.rotate(locNorm); + const Vec3V point = transf1.transform(p); + + PX_ASSERT(contactBuffer.count < ContactBuffer::MAX_CONTACTS); + Gu::ContactPoint& contact = contactBuffer.contacts[contactBuffer.count++]; + V4StoreA(Vec4V_From_Vec3V(normal), &contact.normal.x); + V4StoreA(Vec4V_From_Vec3V(point), &contact.point.x); + FStore(penetration, &contact.separation); + + contact.internalFaceIndex1 = PXC_CONTACT_NO_FACE_INDEX; + + //context.mContactBuffer.contact(point, normal, penetration); + } + return true; + } + return false; +} + +}//Gu +}//physx |