// 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_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