// 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) 2008-2016 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; }