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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/GuPCMContactSphereSphere.cpp
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]
Diffstat (limited to 'PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereSphere.cpp')
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereSphere.cpp86
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diff --git a/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereSphere.cpp b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereSphere.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 "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