// // 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) 2008-2018 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_MTD_H #define GU_SWEEP_MTD_H namespace physx { class PxConvexMeshGeometry; class PxTriangleMeshGeometry; class PxGeometry; class PxHeightFieldGeometry; namespace Gu { class Sphere; class Capsule; bool computeCapsule_TriangleMeshMTD(const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, Gu::CapsuleV& capsuleV, PxReal inflatedRadius, bool isDoubleSided, PxSweepHit& hit); bool computeCapsule_HeightFieldMTD(const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, Gu::CapsuleV& capsuleV, PxReal inflatedRadius, bool isDoubleSided, const PxU32 flags, PxSweepHit& hit); bool computeBox_TriangleMeshMTD(const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, const Gu::Box& box, const PxTransform& boxTransform, PxReal inflation, bool isDoubleSided, PxSweepHit& hit); bool computeBox_HeightFieldMTD( const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, const Gu::Box& box, const PxTransform& boxTransform, PxReal inflation, bool isDoubleSided, const PxU32 flags, PxSweepHit& hit); bool computeConvex_TriangleMeshMTD( const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexTransform, PxReal inflation, bool isDoubleSided, PxSweepHit& hit); bool computeConvex_HeightFieldMTD( const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexTransform, PxReal inflation, bool isDoubleSided, const PxU32 flags, PxSweepHit& hit); bool computeSphere_SphereMTD(const Sphere& sphere0, const Sphere& sphere1, PxSweepHit& hit); bool computeSphere_CapsuleMTD(const Sphere& sphere, const Capsule& capsule, PxSweepHit& hit); bool computeCapsule_CapsuleMTD(const Capsule& capsule0, const Capsule& capsule1, PxSweepHit& hit); bool computePlane_CapsuleMTD(const PxPlane& plane, const Capsule& capsule, PxSweepHit& hit); bool computePlane_BoxMTD(const PxPlane& plane, const Box& box, PxSweepHit& hit); bool computePlane_ConvexMTD(const PxPlane& plane, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexPose, PxSweepHit& hit); // PT: wrapper just to avoid duplicating these lines. PX_FORCE_INLINE void setupSweepHitForMTD(PxSweepHit& sweepHit, bool hasContacts, const PxVec3& unitDir) { sweepHit.flags = PxHitFlag::eDISTANCE | PxHitFlag::eNORMAL | PxHitFlag::eFACE_INDEX; if(!hasContacts) { sweepHit.distance = 0.0f; sweepHit.normal = -unitDir; } else { //ML: touching contact. We need to overwrite the normal to the negative of sweep direction if (sweepHit.distance == 0.0f) { sweepHit.normal = -unitDir; } sweepHit.flags |= PxHitFlag::ePOSITION; } } } } #endif