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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/LowLevelParticles/src/PtCollisionPlane.cpp
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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 "PtCollisionMethods.h"
+#if PX_USE_PARTICLE_SYSTEM_API
+
+using namespace physx;
+using namespace Pt;
+
+namespace
+{
+
+PX_FORCE_INLINE void collideWithPlane(ParticleCollData& collData, PxReal proxRadius)
+{
+ // In plane space the normal is (1,0,0) and d is 0. This simplifies the computations below.
+ PxReal entryTime = -FLT_MAX;
+
+ PxReal planeDistNewPos = collData.localNewPos.x;
+ PxReal planeDistOldPos = collData.localOldPos.x;
+
+ bool isContained = false;
+ bool hasDC = false;
+ bool hasProx = false;
+ bool parallelMotion = false;
+
+ // Test the old pos for containment
+ if(planeDistOldPos <= 0.0f)
+ isContained = true;
+
+ // Test proximity
+ if(planeDistNewPos <= proxRadius)
+ {
+ if(planeDistNewPos > 0.0f)
+ hasProx = true;
+
+ // Test discrete collision
+ if(planeDistNewPos <= collData.restOffset)
+ hasDC = true;
+ }
+
+ if(!(hasProx || hasDC || isContained))
+ return; // We know that the old position is outside the surface and that the new position is
+ // not within the proximity region.
+
+ PxVec3 planeNormal;
+ planeNormal = PxVec3(1.0f, 0.0f, 0.0f);
+
+ // Test continuous collision
+ PxVec3 motion = collData.localNewPos - collData.localOldPos;
+ PxReal projMotion = motion.x;
+ if(projMotion == 0.0f) // parallel
+ {
+ if(planeDistNewPos > 0.0f)
+ parallelMotion = true;
+ }
+ else
+ {
+ PxReal hitTime = -planeDistOldPos / projMotion;
+ if(projMotion < 0.0f) // entry point
+ entryTime = hitTime;
+ }
+
+ if(isContained)
+ {
+ // Treat the case where the old pos is inside the skeleton as
+ // a continous collision with time 0
+
+ collData.localFlags |= ParticleCollisionFlags::L_CC;
+ collData.ccTime = 0.0f;
+ collData.localSurfaceNormal = planeNormal;
+
+ // Push the particle to the surface (such that distance to surface is equal to the collision radius)
+ collData.localSurfacePos = collData.localOldPos;
+ collData.localSurfacePos.x += (collData.restOffset - planeDistOldPos);
+ }
+ else
+ {
+ // check for continuous collision
+ // only add a proximity/discrete case if there are no continous collisions
+ // for this shape or any other shape before
+
+ bool ccHappened = ((0.0f <= entryTime) && (entryTime < collData.ccTime) && (!parallelMotion));
+ if(ccHappened)
+ {
+ collData.localSurfaceNormal = planeNormal;
+
+ // collData.localSurfacePos = collData.localOldPos + (motion*entryTime);
+ // collData.localSurfacePos.x += collData.restOffset;
+ PxVec3 relativePOSITION = motion * entryTime;
+ computeContinuousTargetPosition(collData.localSurfacePos, collData.localOldPos, relativePOSITION,
+ collData.localSurfaceNormal, collData.restOffset);
+
+ collData.ccTime = entryTime;
+ collData.localFlags |= ParticleCollisionFlags::L_CC;
+ }
+ else if(!(collData.localFlags & ParticleCollisionFlags::CC))
+ {
+ // No other collision shape has caused a continuous collision so far
+
+ PX_ASSERT(hasProx | hasDC);
+
+ if(hasProx) // proximity
+ collData.localFlags |= ParticleCollisionFlags::L_PROX;
+ if(hasDC) // discrete collision
+ collData.localFlags |= ParticleCollisionFlags::L_DC;
+
+ collData.localSurfaceNormal = planeNormal;
+
+ // Move contact point such that the projected distance to the surface is equal
+ // to the collision radius
+ collData.localSurfacePos = collData.localNewPos;
+ collData.localSurfacePos.x += (collData.restOffset - planeDistNewPos);
+ }
+ }
+}
+}
+
+void physx::Pt::collideWithPlane(ParticleCollData* particleCollData, PxU32 numCollData,
+ const Gu::GeometryUnion& planeShape, PxReal proxRadius)
+{
+ PX_ASSERT(particleCollData);
+ PX_ASSERT(planeShape.getType() == PxGeometryType::ePLANE);
+ PX_UNUSED(planeShape);
+
+ for(PxU32 p = 0; p < numCollData; p++)
+ {
+ ::collideWithPlane(particleCollData[p], proxRadius);
+ }
+}
+
+#endif // PX_USE_PARTICLE_SYSTEM_API