// // 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 "GuGJK.h" #include "GuGJKRaycast.h" #include "GuGJKPenetration.h" #include "GuGJKTest.h" namespace physx { namespace Gu { using namespace Ps::aos; GjkStatus testGjk(GjkConvex& a, GjkConvex& b, const Vec3VArg initialSearchDir, const FloatVArg contactDist, Vec3V& closestA, Vec3V& closestB, Vec3V& normal, FloatV& dist) { return gjk(a, b, initialSearchDir, contactDist, closestA, closestB, normal, dist); } bool testGjkRaycast(GjkConvex& a, GjkConvex& b, const Vec3VArg initialSearchDir, const Ps::aos::FloatVArg initialLambda, const Ps::aos::Vec3VArg s, const Ps::aos::Vec3VArg r, Ps::aos::FloatV& lambda, Ps::aos::Vec3V& normal, Ps::aos::Vec3V& closestA, const PxReal inflation) { return gjkRaycast(a, b, initialSearchDir, initialLambda, s, r, lambda, normal, closestA, inflation); } GjkStatus testGjkPenetration (GjkConvex& a, GjkConvex& b, const Vec3VArg initialSearchDir, const FloatVArg contactDist, Vec3V& closestA, Vec3V& closestB, Vec3V& normal, FloatV& sqDist) { const bool takeCoreShape = a.getMarginIsRadius() || b.getMarginIsRadius(); PxU8 aIndices[4]; PxU8 bIndices[4]; PxU8 size=0; return gjkPenetration(a, b, initialSearchDir, contactDist, closestA, closestB, normal, sqDist, aIndices, bIndices, size, takeCoreShape); } GjkStatus testGjkPenetration(GjkConvex& a, GjkConvex& b, const Vec3VArg initialSearchDir, const FloatVArg contactDist, Vec3V& closestA, Vec3V& closestB, Vec3V& normal, FloatV& sqDist, PxU8* aIndices, PxU8* bIndices, PxU8 size) { const bool takeCoreShape = a.getMarginIsRadius() || b.getMarginIsRadius(); return gjkPenetration(a, b, initialSearchDir, contactDist, closestA, closestB, normal, sqDist, aIndices, bIndices, size, takeCoreShape); } GjkStatus testEpaPenetration(GjkConvex& a, GjkConvex& b, Ps::aos::Vec3V& contactA, Ps::aos::Vec3V& contactB, Ps::aos::Vec3V& normal, Ps::aos::FloatV& penetrationDepth) { const bool takeCoreShape = a.getMarginIsRadius() || b.getMarginIsRadius(); PxU8 aIndices[4]; PxU8 bIndices[4]; PxU8 size=0; return epaPenetration(a, b, aIndices, bIndices, size, contactA, contactB, normal, penetrationDepth, takeCoreShape); } GjkStatus testEpaPenetration(GjkConvex& a, GjkConvex& b, Ps::aos::Vec3V& contactA, Ps::aos::Vec3V& contactB, Ps::aos::Vec3V& normal, Ps::aos::FloatV& penetrationDepth, PxU8* aIndices, PxU8* bIndices, PxU8 size) { const bool takeCoreShape = a.getMarginIsRadius() || b.getMarginIsRadius(); return epaPenetration(a, b, aIndices, bIndices, size, contactA, contactB, normal, penetrationDepth, takeCoreShape); } } }