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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/sweep/GuSweepBoxSphere.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/sweep/GuSweepBoxSphere.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepBoxSphere.cpp | 158 |
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; +} |