// // 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 "GuIntersectionSphereBox.h" #include "GuSphere.h" #include "GuBox.h" using namespace physx; bool Gu::intersectSphereBox(const Sphere& sphere, const Box& box) { const PxVec3 delta = sphere.center - box.center; PxVec3 dRot = box.rot.transformTranspose(delta); //transform delta into OBB body coords. (use method call!) //check if delta is outside AABB - and clip the vector to the AABB. bool outside = false; if(dRot.x < -box.extents.x) { outside = true; dRot.x = -box.extents.x; } else if(dRot.x > box.extents.x) { outside = true; dRot.x = box.extents.x; } if(dRot.y < -box.extents.y) { outside = true; dRot.y = -box.extents.y; } else if(dRot.y > box.extents.y) { outside = true; dRot.y = box.extents.y; } if(dRot.z < -box.extents.z) { outside = true; dRot.z = -box.extents.z; } else if(dRot.z > box.extents.z) { outside = true; dRot.z = box.extents.z; } if(outside) //if clipping was done, sphere center is outside of box. { const PxVec3 clippedDelta = box.rot.transform(dRot); //get clipped delta back in world coords. const PxVec3 clippedVec = delta - clippedDelta; //what we clipped away. const PxReal lenSquared = clippedVec.magnitudeSquared(); const PxReal radius = sphere.radius; if(lenSquared > radius * radius) // PT: objects are defined as closed, so we return 'true' in case of equality return false; //disjoint } return true; }