aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.h
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/GuSweepSphereTriangle.h
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/GuSweepSphereTriangle.h')
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.h156
1 files changed, 156 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.h b/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.h
new file mode 100644
index 00000000..a3345e34
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.h
@@ -0,0 +1,156 @@
+// 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.
+
+#ifndef GU_SWEEP_SPHERE_TRIANGLE_H
+#define GU_SWEEP_SPHERE_TRIANGLE_H
+
+#include "GuSweepTriangleUtils.h"
+
+namespace physx
+{
+
+namespace Gu
+{
+ /**
+ Sweeps a sphere against a triangle.
+
+ All input parameters (sphere, triangle, sweep direction) must be in the same space. Sweep length is assumed to be infinite.
+
+ By default, 'testInitialOverlap' must be set to true to properly handle the case where the sphere already overlaps the triangle
+ at the start of the sweep. In such a case, returned impact distance is exactly 0.0f. If it is known ahead of time that the sphere
+ cannot overlap the triangle at t=0.0, then 'testInitialOverlap' can be set to false to skip the initial overlap test and make the
+ function run faster.
+
+ If the ray defined by the sphere's center and the unit direction directly intersects the triangle-related part of the TSS (*) (i.e.
+ the prism from the Minkowski sum of the inflated triangle) then 'directHit' is set to true. Otherwise it is set to false.
+
+ (*) For Triangle Swept Sphere, see http://gamma.cs.unc.edu/SSV/ssv.pdf for the origin of these names.
+
+ \param triVerts [in] triangle vertices
+ \param triUnitNormal [in] triangle's normalized normal
+ \param sphereCenter [in] sphere's center
+ \param sphereRadius [in] sphere's radius
+ \param unitDir [in] normalized sweep direction.
+ \param impactDistance [out] impact distance, if a hit has been found. Does not need to be initialized before calling the function.
+ \param directHit [out] true if a direct hit has been found, see comments above.
+ \param testInitialOverlap [in] true if an initial sphere-vs-triangle overlap test must be performed, see comments above.
+
+ \return true if an impact has been found (in which case returned result values are valid)
+ */
+ bool sweepSphereVSTri( const PxVec3* PX_RESTRICT triVerts, const PxVec3& triUnitNormal,// Triangle data
+ const PxVec3& sphereCenter, PxReal sphereRadius, // Sphere data
+ const PxVec3& unitDir, // Ray data
+ PxReal& impactDistance, bool& directHit, // Results
+ bool testInitialOverlap); // Query modifier
+
+ /**
+ Sweeps a sphere against a quad.
+
+ All input parameters (sphere, quad, sweep direction) must be in the same space. Sweep length is assumed to be infinite.
+
+ Quad must be formed by 2 tris like this:
+
+ p0___p2
+ | /|
+ | / |
+ | / |
+ |/ |
+ p1---p3
+
+ \param quadVerts [in] quad vertices
+ \param quadUnitNormal [in] quad's normalized normal
+ \param sphereCenter [in] sphere's center
+ \param sphereRadius [in] sphere's radius
+ \param unitDir [in] normalized sweep direction.
+ \param impactDistance [out] impact distance, if a hit has been found. Does not need to be initialized before calling the function.
+
+ \return true if an impact has been found (in which case returned result values are valid)
+ */
+ bool sweepSphereVSQuad( const PxVec3* PX_RESTRICT quadVerts, const PxVec3& quadUnitNormal, // Quad data
+ const PxVec3& sphereCenter, float sphereRadius, // Sphere data
+ const PxVec3& unitDir, // Ray data
+ float& impactDistance); // Results
+
+
+ // PT: computes proper impact data for sphere-sweep-vs-tri, after the closest tri has been found
+ PX_FORCE_INLINE bool computeSphereTriangleImpactData(PxSweepHit& h, PxVec3& triNormalOut, PxU32 index, PxReal curT,
+ const PxVec3& center, const PxVec3& unitDir, const PxVec3& bestTriNormal,
+ const PxTriangle* PX_RESTRICT triangles,
+ bool isDoubleSided, bool meshBothSides)
+ {
+ if(index==PX_INVALID_U32)
+ return false; // We didn't touch any triangle
+
+ // Compute impact data only once, using best triangle
+ PxVec3 hitPos, normal;
+ computeSphereTriImpactData(hitPos, normal, center, unitDir, curT, triangles[index]);
+
+ // PT: by design, returned normal is opposed to the sweep direction.
+ if(shouldFlipNormal(normal, meshBothSides, isDoubleSided, bestTriNormal, unitDir))
+ normal = -normal;
+
+ h.position = hitPos;
+ h.normal = normal;
+ h.distance = curT;
+ h.faceIndex = index;
+ h.flags = PxHitFlag::eDISTANCE|PxHitFlag::eNORMAL|PxHitFlag::ePOSITION;
+ triNormalOut = bestTriNormal;
+ return true;
+ }
+
+ /**
+ Sweeps a sphere against a set of triangles.
+
+ \param nbTris [in] number of triangles in input array
+ \param triangles [in] array of input triangles
+ \param center [in] sphere's center
+ \param radius [in] sphere's radius
+ \param unitDir [in] sweep's unit direcion
+ \param distance [in] sweep's length
+ \param cachedIndex [in] cached triangle index, or NULL. Cached triangle will be tested first.
+ \param hit [out] results
+ \param triNormalOut [out] triangle normal
+ \param isDoubleSided [in] true if input triangles are double-sided
+ \param meshBothSides [in] true if PxHitFlag::eMESH_BOTH_SIDES is used
+ \param anyHit [in] true if PxHitFlag::eMESH_ANY is used
+ \param testInitialOverlap [in] true if PxHitFlag::eASSUME_NO_INITIAL_OVERLAP is not used
+ \return true if an impact has been found
+ */
+ bool sweepSphereTriangles( PxU32 nbTris, const PxTriangle* PX_RESTRICT triangles, // Triangle data
+ const PxVec3& center, const PxReal radius, // Sphere data
+ const PxVec3& unitDir, PxReal distance, // Ray data
+ const PxU32* PX_RESTRICT cachedIndex, // Cache data
+ PxSweepHit& hit, PxVec3& triNormalOut, // Results
+ bool isDoubleSided, bool meshBothSides, bool anyHit, bool testInitialOverlap); // Query modifiers
+
+} // namespace Gu
+
+}
+
+#endif