// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 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