// // 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_INTERSECTION_CAPSULE_TRIANGLE_H #define GU_INTERSECTION_CAPSULE_TRIANGLE_H #include "CmPhysXCommon.h" #include "GuCapsule.h" #include "PsUtilities.h" namespace physx { namespace Gu { // PT: precomputed data for capsule-triangle test. Useful when testing the same capsule vs several triangles. struct CapsuleTriangleOverlapData { PxVec3 mCapsuleDir; float mBDotB; float mOneOverBDotB; void init(const Capsule& capsule) { const PxVec3 dir = capsule.p1 - capsule.p0; const float BDotB = dir.dot(dir); mCapsuleDir = dir; mBDotB = BDotB; mOneOverBDotB = BDotB!=0.0f ? 1.0f/BDotB : 0.0f; } }; // PT: tests if projections of capsule & triangle overlap on given axis PX_FORCE_INLINE PxU32 testAxis(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const Capsule& capsule, const PxVec3& axis) { // Project capsule float min0 = capsule.p0.dot(axis); float max0 = capsule.p1.dot(axis); if(min0>max0) Ps::swap(min0, max0); const float MR = axis.magnitude()*capsule.radius; min0 -= MR; max0 += MR; // Project triangle float min1, max1; { min1 = max1 = p0.dot(axis); float dp = p1.dot(axis); if(dpmax1) max1 = dp; dp = p2.dot(axis); if(dpmax1) max1 = dp; } // Test projections if(max01.0f) { u = 1.0f; t = (ADotB + ADotT) / ADotA; t = PxClamp(t, 0.0f, 1.0f); } return T + b*u - a*t; } /** * Checks if a capsule intersects a triangle. * * \param normal [in] triangle normal (orientation does not matter) * \param p0 [in] triangle's first point * \param p1 [in] triangle's second point * \param p2 [in] triangle's third point * \param capsule [in] capsule * \param params [in] precomputed capsule params * \return true if capsule overlaps triangle */ bool intersectCapsuleTriangle(const PxVec3& normal, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const Gu::Capsule& capsule, const CapsuleTriangleOverlapData& params); } } #endif