// // 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. #include "GuDistancePointSegment.h" #include "GuContactMethodImpl.h" #include "GuContactBuffer.h" #include "GuInternal.h" #include "GuGeometryUnion.h" namespace physx { namespace Gu { bool contactSphereCapsule(GU_CONTACT_METHOD_ARGS) { PX_UNUSED(renderOutput); PX_UNUSED(cache); const PxSphereGeometry& sphereGeom = shape0.get(); const PxCapsuleGeometry& capsuleGeom = shape1.get(); // PT: get capsule in local space const PxVec3 capsuleLocalSegment = getCapsuleHalfHeightVector(transform1, capsuleGeom); const Segment localSegment(capsuleLocalSegment, -capsuleLocalSegment); // PT: get sphere in capsule space const PxVec3 sphereCenterInCapsuleSpace = transform0.p - transform1.p; const PxReal radiusSum = sphereGeom.radius + capsuleGeom.radius; const PxReal inflatedSum = radiusSum + params.mContactDistance; // PT: compute distance between sphere center & capsule's segment PxReal u; const PxReal squareDist = distancePointSegmentSquared(localSegment, sphereCenterInCapsuleSpace, &u); if(squareDist >= inflatedSum*inflatedSum) return false; // PT: compute contact normal PxVec3 normal = sphereCenterInCapsuleSpace - localSegment.getPointAt(u); // We do a *manual* normalization to check for singularity condition const PxReal lenSq = normal.magnitudeSquared(); if(lenSq==0.0f) normal = PxVec3(1.0f, 0.0f, 0.0f); // PT: zero normal => pick up random one else normal *= PxRecipSqrt(lenSq); // PT: compute contact point const PxVec3 point = sphereCenterInCapsuleSpace + transform1.p - normal * sphereGeom.radius; // PT: output unique contact contactBuffer.contact(point, normal, PxSqrt(squareDist) - radiusSum); return true; } }//Gu }//physx