// // 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 "GuIntersectionEdgeEdge.h" #include "PsMathUtils.h" #include "CmPhysXCommon.h" using namespace physx; bool Gu::intersectEdgeEdge(const PxVec3& p1, const PxVec3& p2, const PxVec3& dir, const PxVec3& p3, const PxVec3& p4, PxReal& dist, PxVec3& ip) { const PxVec3 v1 = p2 - p1; // Build plane P based on edge (p1, p2) and direction (dir) PxPlane plane; plane.n = v1.cross(dir); plane.d = -(plane.n.dot(p1)); // if colliding edge (p3,p4) does not cross plane return no collision // same as if p3 and p4 on same side of plane return 0 // // Derivation: // d3 = d(p3, P) = (p3 | plane.n) - plane.d; Reversed sign compared to Plane::Distance() because plane.d is negated. // d4 = d(p4, P) = (p4 | plane.n) - plane.d; Reversed sign compared to Plane::Distance() because plane.d is negated. // if d3 and d4 have the same sign, they're on the same side of the plane => no collision // We test both sides at the same time by only testing Sign(d3 * d4). // ### put that in the Plane class // ### also check that code in the triangle class that might be similar const PxReal d3 = plane.distance(p3); PxReal temp = d3 * plane.distance(p4); if(temp>0.0f) return false; // if colliding edge (p3,p4) and plane are parallel return no collision PxVec3 v2 = p4 - p3; temp = plane.n.dot(v2); if(temp==0.0f) return false; // ### epsilon would be better // compute intersection point of plane and colliding edge (p3,p4) ip = p3-v2*(d3/temp); // find largest 2D plane projection PxU32 i,j; Ps::closestAxis(plane.n, i, j); // compute distance of intersection from line (ip, -dir) to line (p1,p2) dist = (v1[i]*(ip[j]-p1[j])-v1[j]*(ip[i]-p1[i]))/(v1[i]*dir[j]-v1[j]*dir[i]); if(dist<0.0f) return false; // compute intersection point on edge (p1,p2) line ip -= dist*dir; // check if intersection point (ip) is between edge (p1,p2) vertices temp = (p1.x-ip.x)*(p2.x-ip.x)+(p1.y-ip.y)*(p2.y-ip.y)+(p1.z-ip.z)*(p2.z-ip.z); if(temp<1e-3f) return true; // collision found return false; // no collision }