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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/GuPCMContactSphereCapsule.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/GuPCMContactSphereCapsule.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereCapsule.cpp | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereCapsule.cpp b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereCapsule.cpp new file mode 100644 index 00000000..090c3152 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereCapsule.cpp @@ -0,0 +1,121 @@ +// 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 "GuVecSphere.h" +#include "GuVecCapsule.h" +#include "GuGeometryUnion.h" + +#include "GuContactMethodImpl.h" +#include "GuContactBuffer.h" + + +namespace physx +{ + +namespace Gu +{ +PX_FORCE_INLINE Ps::aos::FloatV PxcDistancePointSegmentSquared(const Ps::aos::Vec3VArg a, const Ps::aos::Vec3VArg b, const Ps::aos::Vec3VArg p, Ps::aos::FloatV& param) +{ + using namespace Ps::aos; + const FloatV zero = FZero(); + const FloatV one = FOne(); + + const Vec3V ap = V3Sub(p, a); + const Vec3V ab = V3Sub(b, a); + const FloatV nom = V3Dot(ap, ab); + + const FloatV denom = V3Dot(ab, ab); + const FloatV tValue = FClamp(FMul(nom, FDiv(one, denom)), zero, one); + + const FloatV t = FSel(FIsEq(denom, zero), zero, tValue); + const Vec3V v = V3NegScaleSub(ab, t, ap); + param = t; + return V3Dot(v, v); +} + +bool pcmContactSphereCapsule(GU_CONTACT_METHOD_ARGS) +{ + PX_UNUSED(cache); + PX_UNUSED(renderOutput); + + using namespace Ps::aos; + const PxSphereGeometry& shapeSphere = shape0.get<const PxSphereGeometry>(); + const PxCapsuleGeometry& shapeCapsule = shape1.get<const PxCapsuleGeometry>(); + + //Sphere in world space + const Vec3V sphereCenter = V3LoadA(&transform0.p.x); + const QuatV q1 = QuatVLoadA(&transform1.q.x); + const Vec3V p1 = V3LoadA(&transform1.p.x); + + const FloatV sphereRadius = FLoad(shapeSphere.radius); + const FloatV capsuleRadius = FLoad(shapeCapsule.radius); + const FloatV cDist = FLoad(params.mContactDistance); + + //const FloatV r0 = FloatV_From_F32(shapeCapsule.radius); + const FloatV halfHeight0 = FLoad(shapeCapsule.halfHeight); + const Vec3V basisVector0 = QuatGetBasisVector0(q1); + const Vec3V tmp0 = V3Scale(basisVector0, halfHeight0); + const Vec3V s = V3Add(p1, tmp0); + const Vec3V e = V3Sub(p1, tmp0); + + + const FloatV radiusSum = FAdd(sphereRadius, capsuleRadius); + const FloatV inflatedSum = FAdd(radiusSum, cDist); + + // Collision detection + FloatV t; + const FloatV squareDist = PxcDistancePointSegmentSquared(s, e, sphereCenter, t); + const FloatV sqInflatedSum = FMul(inflatedSum, inflatedSum); + + if(FAllGrtr(sqInflatedSum, squareDist))//BAllEq(con, bTrue)) + { + const Vec3V p = V3ScaleAdd(V3Sub(e, s), t, s); + const Vec3V dir = V3Sub(sphereCenter, p); + const Vec3V normal = V3NormalizeSafe(dir, V3UnitX()); + const Vec3V point = V3NegScaleSub(normal, sphereRadius, sphereCenter);//transform back to the world space + + const FloatV dist = FSub(FSqrt(squareDist), radiusSum); + //context.mContactBuffer.contact(point, normal, FSub(FSqrt(squareDist), radiusSum)); + 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(dist, &contact.separation); + + contact.internalFaceIndex1 = PXC_CONTACT_NO_FACE_INDEX; + + return true; + } + return false; +} +}//Gu +}//physx |