// 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. #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; }