// // 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_CAPSULE_H #define GU_INTERSECTION_RAY_CAPSULE_H #include "CmPhysXCommon.h" #include "GuCapsule.h" #include "GuDistancePointSegment.h" #include "GuIntersectionRay.h" namespace physx { namespace Gu { PxU32 intersectRayCapsuleInternal(const PxVec3& origin, const PxVec3& dir, const PxVec3& p0, const PxVec3& p1, float radius, PxReal s[2]); PX_FORCE_INLINE bool intersectRayCapsule(const PxVec3& origin, const PxVec3& dir, const PxVec3& p0, const PxVec3& p1, float radius, PxReal& t) { // PT: move ray origin close to capsule, to solve accuracy issues. // We compute the distance D between the ray origin and the capsule's segment. // Then E = D - radius = distance between the ray origin and the capsule. // We can move the origin freely along 'dir' up to E units before touching the capsule. PxReal l = distancePointSegmentSquaredInternal(p0, p1 - p0, origin); l = PxSqrt(l) - radius; // PT: if this becomes negative or null, the ray starts inside the capsule and we can early exit if(l<=0.0f) { t = 0.0f; return true; } // PT: we remove an arbitrary GU_RAY_SURFACE_OFFSET units to E, to make sure we don't go close to the surface. // If we're moving in the direction of the capsule, the origin is now about GU_RAY_SURFACE_OFFSET units from it. // If we're moving away from the capsule, the ray won't hit the capsule anyway. // If l is smaller than GU_RAY_SURFACE_OFFSET we're close enough, accuracy is good, there is nothing to do. if(l>GU_RAY_SURFACE_OFFSET) l -= GU_RAY_SURFACE_OFFSET; else l = 0.0f; // PT: move origin closer to capsule and do the raycast PxReal s[2]; const PxU32 nbHits = Gu::intersectRayCapsuleInternal(origin + l*dir, dir, p0, p1, radius, s); if(!nbHits) return false; // PT: keep closest hit only if(nbHits == 1) t = s[0]; else t = (s[0] < s[1]) ? s[0] : s[1]; // PT: fix distance (smaller than expected after moving ray close to capsule) t += l; return true; } PX_FORCE_INLINE bool intersectRayCapsule(const PxVec3& origin, const PxVec3& dir, const Gu::Capsule& capsule, PxReal& t) { return Gu::intersectRayCapsule(origin, dir, capsule.p0, capsule.p1, capsule.radius, t); } } } #endif