// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_COLLISION_H #define APEX_COLLISION_H #include "ApexDefs.h" #include "ApexUsingNamespace.h" #include "PxVec3.h" #include "PxMat33.h" namespace nvidia { namespace apex { struct Segment { PxVec3 p0; PxVec3 p1; }; struct Capsule : Segment { float radius; }; struct Triangle { Triangle(const PxVec3& a, const PxVec3& b, const PxVec3& c) : v0(a), v1(b), v2(c) {} PxVec3 v0; PxVec3 v1; PxVec3 v2; }; struct Box { PxVec3 center; PxVec3 extents; PxMat33 rot; }; bool capsuleCapsuleIntersection(const Capsule& worldCaps0, const Capsule& worldCaps1, float tolerance = 1.2); bool boxBoxIntersection(const Box& worldBox0, const Box& worldBox1); float APEX_pointTriangleSqrDst(const Triangle& triangle, const PxVec3& position); float APEX_segmentSegmentSqrDist(const Segment& seg0, const Segment& seg1, float* s, float* t); float APEX_pointSegmentSqrDist(const Segment& seg, const PxVec3& point, float* param = 0); uint32_t APEX_RayCapsuleIntersect(const PxVec3& origin, const PxVec3& dir, const Capsule& capsule, float s[2]); bool APEX_RayTriangleIntersect(const PxVec3& orig, const PxVec3& dir, const PxVec3& a, const PxVec3& b, const PxVec3& c, float& t, float& u, float& v); } // namespace apex } // namespace nvidia #endif // APEX_COLLISION_H