diff options
| 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/GuPCMContactSphereSphere.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/GuPCMContactSphereSphere.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereSphere.cpp | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereSphere.cpp b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereSphere.cpp new file mode 100644 index 00000000..021fd9b3 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereSphere.cpp @@ -0,0 +1,86 @@ +// 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 "GuGeometryUnion.h" + +#include "GuContactBuffer.h" +#include "GuContactMethodImpl.h" +#include "PsVecTransform.h" + +namespace physx +{ +namespace Gu +{ +bool pcmContactSphereSphere(GU_CONTACT_METHOD_ARGS) +{ + PX_UNUSED(cache); + PX_UNUSED(renderOutput); + + using namespace Ps::aos; + const PxSphereGeometry& shapeSphere0 = shape0.get<const PxSphereGeometry>(); + const PxSphereGeometry& shapeSphere1 = shape1.get<const PxSphereGeometry>(); + + const FloatV cDist = FLoad(params.mContactDistance); + const Vec3V p0 = V3LoadA(&transform0.p.x); + const Vec3V p1 = V3LoadA(&transform1.p.x); + + const FloatV r0 = FLoad(shapeSphere0.radius); + const FloatV r1 = FLoad(shapeSphere1.radius); + + + const Vec3V _delta = V3Sub(p0, p1); + const FloatV distanceSq = V3Dot(_delta, _delta); + const FloatV radiusSum = FAdd(r0, r1); + const FloatV inflatedSum = FAdd(radiusSum, cDist); + + if(FAllGrtr(FMul(inflatedSum, inflatedSum), distanceSq)) + { + const FloatV eps = FLoad(0.00001f); + const FloatV nhalf = FLoad(-0.5f); + const FloatV magn = FSqrt(distanceSq); + const BoolV bCon = FIsGrtrOrEq(eps, magn); + const Vec3V normal = V3Sel(bCon, V3UnitX(), V3ScaleInv(_delta, magn)); + const FloatV scale = FMul(FSub(FAdd(r0, magn), r1), nhalf); + const Vec3V point = V3ScaleAdd(normal, scale, p0); + const FloatV dist = FSub(magn, 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 |