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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/GuSweepSphereSphere.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/GuSweepSphereSphere.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereSphere.cpp | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereSphere.cpp b/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereSphere.cpp new file mode 100644 index 00000000..7a84750d --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereSphere.cpp @@ -0,0 +1,116 @@ +// 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 "GuSweepSphereSphere.h" +#include "PsUtilities.h" + +using namespace physx; +using namespace Gu; + +// Adapted from Gamasutra (Gomez article) +// Return true if r1 and r2 are real +static PX_FORCE_INLINE bool quadraticFormula(const PxReal a, const PxReal b, const PxReal c, PxReal& r1, PxReal& r2) +{ + const PxReal q = b*b - 4*a*c; + if(q>=0.0f) + { + PX_ASSERT(a!=0.0f); + const PxReal sq = PxSqrt(q); + const PxReal d = 1.0f / (2.0f*a); + r1 = (-b + sq) * d; + r2 = (-b - sq) * d; + return true;//real roots + } + else + { + return false;//complex roots + } +} + +static bool sphereSphereSweep( const PxReal ra, //radius of sphere A + const PxVec3& A0, //previous position of sphere A + const PxVec3& A1, //current position of sphere A + const PxReal rb, //radius of sphere B + const PxVec3& B0, //previous position of sphere B + const PxVec3& B1, //current position of sphere B + PxReal& u0, //normalized time of first collision + PxReal& u1 //normalized time of second collision + ) +{ + const PxVec3 va = A1 - A0; + const PxVec3 vb = B1 - B0; + const PxVec3 AB = B0 - A0; + const PxVec3 vab = vb - va; // relative velocity (in normalized time) + const PxReal rab = ra + rb; + + const PxReal a = vab.dot(vab); //u*u coefficient + const PxReal b = 2.0f*(vab.dot(AB)); //u coefficient + + const PxReal c = (AB.dot(AB)) - rab*rab; //constant term + + //check if they're currently overlapping + if(c<=0.0f || a==0.0f) + { + u0 = 0.0f; + u1 = 0.0f; + return true; + } + + //check if they hit each other during the frame + if(quadraticFormula(a, b, c, u0, u1)) + { + if(u0>u1) + Ps::swap(u0, u1); + + // u0<u1 +// if(u0<0.0f || u1>1.0f) return false; + if(u1<0.0f || u0>1.0f) return false; + + return true; + } + return false; +} + +bool Gu::sweepSphereSphere(const PxVec3& center0, PxReal radius0, const PxVec3& center1, PxReal radius1, const PxVec3& motion, PxReal& d, PxVec3& nrm) +{ + const PxVec3 movedCenter = center1 + motion; + + PxReal tmp; + if(!sphereSphereSweep(radius0, center0, center0, radius1, center1, movedCenter, d, tmp)) + return false; + + // Compute normal + // PT: if spheres initially overlap, the convention is that returned normal = -sweep direction + if(d==0.0f) + nrm = -motion; + else + nrm = (center1 + d * motion) - center0; + nrm.normalize(); + return true; +} |