aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepBoxSphere.cpp
diff options
context:
space:
mode:
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/sweep/GuSweepBoxSphere.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/sweep/GuSweepBoxSphere.cpp')
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepBoxSphere.cpp158
1 files changed, 158 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepBoxSphere.cpp b/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepBoxSphere.cpp
new file mode 100644
index 00000000..408dedad
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepBoxSphere.cpp
@@ -0,0 +1,158 @@
+// 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 "GuSweepBoxSphere.h"
+#include "GuOverlapTests.h"
+#include "GuSphere.h"
+#include "GuBoxConversion.h"
+#include "GuCapsule.h"
+#include "GuIntersectionRayCapsule.h"
+#include "GuIntersectionRayBox.h"
+#include "GuIntersectionSphereBox.h"
+#include "GuDistancePointSegment.h"
+#include "GuInternal.h"
+
+using namespace physx;
+using namespace Gu;
+using namespace Cm;
+
+namespace
+{
+// PT: TODO: get rid of this copy
+static const PxVec3 gNearPlaneNormal[] =
+{
+ PxVec3(1.0f, 0.0f, 0.0f),
+ PxVec3(0.0f, 1.0f, 0.0f),
+ PxVec3(0.0f, 0.0f, 1.0f),
+ PxVec3(-1.0f, 0.0f, 0.0f),
+ PxVec3(0.0f, -1.0f, 0.0f),
+ PxVec3(0.0f, 0.0f, -1.0f)
+};
+
+}
+
+bool Gu::sweepBoxSphere(const Box& box, PxReal sphereRadius, const PxVec3& spherePos, const PxVec3& dir, PxReal length, PxReal& min_dist, PxVec3& normal, PxHitFlags hitFlags)
+{
+ if(!(hitFlags & PxHitFlag::eASSUME_NO_INITIAL_OVERLAP))
+ {
+ // PT: test if shapes initially overlap
+ if(intersectSphereBox(Sphere(spherePos, sphereRadius), box))
+ {
+ // Overlap
+ min_dist = 0.0f;
+ normal = -dir;
+ return true;
+ }
+ }
+
+ PxVec3 boxPts[8];
+ box.computeBoxPoints(boxPts);
+ const PxU8* PX_RESTRICT edges = getBoxEdges();
+ PxReal MinDist = length;
+ bool Status = false;
+ for(PxU32 i=0; i<12; i++)
+ {
+ const PxU8 e0 = *edges++;
+ const PxU8 e1 = *edges++;
+ const Capsule capsule(boxPts[e0], boxPts[e1], sphereRadius);
+
+ PxReal t;
+ if(intersectRayCapsule(spherePos, dir, capsule, t))
+ {
+ if(t>=0.0f && t<=MinDist)
+ {
+ MinDist = t;
+
+ const PxVec3 ip = spherePos + t*dir;
+ distancePointSegmentSquared(capsule, ip, &t);
+
+ PxVec3 ip2;
+ capsule.computePoint(ip2, t);
+
+ normal = (ip2 - ip);
+ normal.normalize();
+ Status = true;
+ }
+ }
+ }
+
+ PxVec3 localPt;
+ {
+ Matrix34 M2;
+ buildMatrixFromBox(M2, box);
+
+ localPt = M2.rotateTranspose(spherePos - M2.p);
+ }
+
+ const PxVec3* boxNormals = gNearPlaneNormal;
+
+ const PxVec3 localDir = box.rotateInv(dir);
+
+ // PT: when the box exactly touches the sphere, the test for initial overlap can fail on some platforms.
+ // In this case we reach the sweep code below, which may return a slightly negative time of impact (it should be 0.0
+ // but it ends up a bit negative because of limited FPU accuracy). The epsilon ensures that we correctly detect a hit
+ // in this case.
+ const PxReal epsilon = -1e-5f;
+
+ PxReal tnear, tfar;
+
+ PxVec3 extents = box.extents;
+ extents.x += sphereRadius;
+ int plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar);
+ if(plane!=-1 && tnear>=epsilon && tnear <= MinDist)
+ {
+ MinDist = PxMax(tnear, 0.0f);
+ normal = box.rotate(boxNormals[plane]);
+ Status = true;
+ }
+
+ extents = box.extents;
+ extents.y += sphereRadius;
+ plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar);
+ if(plane!=-1 && tnear>=epsilon && tnear <= MinDist)
+ {
+ MinDist = PxMax(tnear, 0.0f);
+ normal = box.rotate(boxNormals[plane]);
+ Status = true;
+ }
+
+ extents = box.extents;
+ extents.z += sphereRadius;
+ plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar);
+ if(plane!=-1 && tnear>=epsilon && tnear <= MinDist)
+ {
+ MinDist = PxMax(tnear, 0.0f);
+ normal = box.rotate(boxNormals[plane]);
+ Status = true;
+ }
+
+ min_dist = MinDist;
+
+ return Status;
+}