// // 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 "foundation/PxVec3.h" #include "GuIntersectionRaySphere.h" #include "GuIntersectionRay.h" using namespace physx; // Based on GD Mag code, but now works correctly when origin is inside the sphere. // This version has limited accuracy. bool Gu::intersectRaySphereBasic(const PxVec3& origin, const PxVec3& dir, PxReal length, const PxVec3& center, PxReal radius, PxReal& dist, PxVec3* hit_pos) { // get the offset vector const PxVec3 offset = center - origin; // get the distance along the ray to the center point of the sphere const PxReal ray_dist = dir.dot(offset); // get the squared distances const PxReal off2 = offset.dot(offset); const PxReal rad_2 = radius * radius; if(off2 <= rad_2) { // we're in the sphere if(hit_pos) *hit_pos = origin; dist = 0.0f; return true; } if(ray_dist <= 0 || (ray_dist - length) > radius) { // moving away from object or too far away return false; } // find hit distance squared const PxReal d = rad_2 - (off2 - ray_dist * ray_dist); if(d<0.0f) { // ray passes by sphere without hitting return false; } // get the distance along the ray dist = ray_dist - PxSqrt(d); if(dist > length) { // hit point beyond length return false; } // sort out the details if(hit_pos) *hit_pos = origin + dir * dist; return true; } // PT: modified version calls the previous function, but moves the ray origin closer to the sphere. The test accuracy is // greatly improved as a result. This is an idea proposed on the GD-Algorithms list by Eddie Edwards. // See: http://www.codercorner.com/blog/?p=321 bool Gu::intersectRaySphere(const PxVec3& origin, const PxVec3& dir, PxReal length, const PxVec3& center, PxReal radius, PxReal& dist, PxVec3* hit_pos) { const PxVec3 x = origin - center; PxReal l = PxSqrt(x.dot(x)) - radius - GU_RAY_SURFACE_OFFSET; // if(l<0.0f) // l=0.0f; l = physx::intrinsics::selectMax(l, 0.0f); bool status = intersectRaySphereBasic(origin + l*dir, dir, length - l, center, radius, dist, hit_pos); if(status) { // dist += l/length; dist += l; } return status; }