// // 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_RAY_BOX_H #define GU_INTERSECTION_RAY_BOX_H #include "foundation/PxIntrinsics.h" #include "PxPhysXCommonConfig.h" #include "CmPhysXCommon.h" namespace physx { namespace Gu { bool rayAABBIntersect(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& origin, const PxVec3& _dir, PxVec3& coord); PxU32 rayAABBIntersect2(const PxVec3& minimum, const PxVec3& maximum, const PxVec3& origin, const PxVec3& _dir, PxVec3& coord, PxReal & t); // Collide ray defined by ray origin (rayOrigin) and ray direction (rayDirection) // with the bounding box. Returns -1 on no collision and the face index // for first intersection if a collision is found together with // the distance to the collision points (tnear and tfar) // // ptchernev: // Even though the above is the original comment by Pierre I am quite confident // that the tnear and tfar parameters are parameters along rayDirection of the // intersection points: // // ip0 = rayOrigin + (rayDirection * tnear) // ip1 = rayOrigin + (rayDirection * tfar) // // The return code is: // -1 no intersection // 0 the ray first hits the plane at aabbMin.x // 1 the ray first hits the plane at aabbMin.y // 2 the ray first hits the plane at aabbMin.z // 3 the ray first hits the plane at aabbMax.x // 4 the ray first hits the plane at aabbMax.y // 5 the ray first hits the plane at aabbMax.z // // The return code will be -1 if the RAY does not intersect the AABB. // The tnear and tfar values will give the parameters of the intersection // points between the INFINITE LINE and the AABB. int PX_PHYSX_COMMON_API intersectRayAABB( const PxVec3& minimum, const PxVec3& maximum, const PxVec3& rayOrigin, const PxVec3& rayDirection, float& tnear, float& tfar); // Faster version when one-over-dir is available int intersectRayAABB( const PxVec3& minimum, const PxVec3& maximum, const PxVec3& rayOrigin, const PxVec3& rayDirection, const PxVec3& invDirection, float& tnear, float& tfar); // minimum extent length required for intersectRayAABB2 to return true for a zero-extent box // this can happen when inflating the raycast by a 2-d square #define GU_MIN_AABB_EXTENT 1e-3f // a much faster version that doesn't return face codes bool PX_PHYSX_COMMON_API intersectRayAABB2( const PxVec3& minimum, const PxVec3& maximum, const PxVec3& ro, const PxVec3& rd, float maxDist, float& tnear, float& tfar); } // namespace Gu } #endif