// // 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 contactSphereSphere(GU_CONTACT_METHOD_ARGS) { PX_UNUSED(renderOutput); PX_UNUSED(cache); const PxSphereGeometry& sphereGeom0 = shape0.get(); const PxSphereGeometry& sphereGeom1 = shape1.get(); PxVec3 delta = transform0.p - transform1.p; const PxReal distanceSq = delta.magnitudeSquared(); const PxReal radiusSum = sphereGeom0.radius + sphereGeom1.radius; const PxReal inflatedSum = radiusSum + params.mContactDistance; if(distanceSq >= inflatedSum*inflatedSum) return false; // We do a *manual* normalization to check for singularity condition const PxReal magn = PxSqrt(distanceSq); if(magn<=0.00001f) delta = PxVec3(1.0f, 0.0f, 0.0f); // PT: spheres are exactly overlapping => can't create normal => pick up random one else delta *= 1.0f/magn; // PT: TODO: why is this formula different from the original code? const PxVec3 contact = delta * ((sphereGeom0.radius + magn - sphereGeom1.radius)*-0.5f) + transform0.p; contactBuffer.contact(contact, delta, magn - radiusSum); return true; } }//Gu }//physx