// // 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 "GuContactBuffer.h" #include "GuContactMethodImpl.h" #include "GuGeometryUnion.h" namespace physx { namespace Gu { bool contactSpherePlane(GU_CONTACT_METHOD_ARGS) { PX_UNUSED(renderOutput); PX_UNUSED(cache); PX_UNUSED(shape1); // Get actual shape data const PxSphereGeometry& shapeSphere = shape0.get(); //const PxPlaneGeometry& shapePlane = shape1.get(); //Sphere in plane space const PxVec3 sphere = transform1.transformInv(transform0.p); //Make sure we have a normalized plane //The plane is implicitly n=<1,0,0> d=0 (in plane-space) //PX_ASSERT(PxAbs(shape1.mNormal.magnitudeSquared() - 1.0f) < 0.000001f); //Separation const PxReal separation = sphere.x - shapeSphere.radius; if(separation<=params.mContactDistance) { const PxVec3 normal = transform1.q.getBasisVector0(); const PxVec3 point = transform0.p - normal * shapeSphere.radius; contactBuffer.contact(point, normal, separation); return true; } return false; } }//Gu }//physx