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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/pcm/GuPCMContactSphereBox.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/pcm/GuPCMContactSphereBox.cpp')
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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.
+
+//#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