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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 "foundation/PxVec3.h"
+#include "GuIntersectionRaySphere.h"
+#include "GuIntersectionRay.h"
+
+using namespace physx;
+
+// Based on GD Mag code, but now works correctly when origin is inside the sphere.
+// This version has limited accuracy.
+bool Gu::intersectRaySphereBasic(const PxVec3& origin, const PxVec3& dir, PxReal length, const PxVec3& center, PxReal radius, PxReal& dist, PxVec3* hit_pos)
+{
+ // get the offset vector
+ const PxVec3 offset = center - origin;
+
+ // get the distance along the ray to the center point of the sphere
+ const PxReal ray_dist = dir.dot(offset);
+
+ // get the squared distances
+ const PxReal off2 = offset.dot(offset);
+ const PxReal rad_2 = radius * radius;
+ if(off2 <= rad_2)
+ {
+ // we're in the sphere
+ if(hit_pos)
+ *hit_pos = origin;
+ dist = 0.0f;
+ return true;
+ }
+
+ if(ray_dist <= 0 || (ray_dist - length) > radius)
+ {
+ // moving away from object or too far away
+ return false;
+ }
+
+ // find hit distance squared
+ const PxReal d = rad_2 - (off2 - ray_dist * ray_dist);
+ if(d<0.0f)
+ {
+ // ray passes by sphere without hitting
+ return false;
+ }
+
+ // get the distance along the ray
+ dist = ray_dist - PxSqrt(d);
+ if(dist > length)
+ {
+ // hit point beyond length
+ return false;
+ }
+
+ // sort out the details
+ if(hit_pos)
+ *hit_pos = origin + dir * dist;
+ return true;
+}
+
+// PT: modified version calls the previous function, but moves the ray origin closer to the sphere. The test accuracy is
+// greatly improved as a result. This is an idea proposed on the GD-Algorithms list by Eddie Edwards.
+// See: http://www.codercorner.com/blog/?p=321
+bool Gu::intersectRaySphere(const PxVec3& origin, const PxVec3& dir, PxReal length, const PxVec3& center, PxReal radius, PxReal& dist, PxVec3* hit_pos)
+{
+ const PxVec3 x = origin - center;
+ PxReal l = PxSqrt(x.dot(x)) - radius - GU_RAY_SURFACE_OFFSET;
+
+// if(l<0.0f)
+// l=0.0f;
+ l = physx::intrinsics::selectMax(l, 0.0f);
+
+ bool status = intersectRaySphereBasic(origin + l*dir, dir, length - l, center, radius, dist, hit_pos);
+ if(status)
+ {
+// dist += l/length;
+ dist += l;
+ }
+ return status;
+}