// // 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 "GuBV4.h" #include "GuSweepSphereTriangle.h" using namespace physx; using namespace Gu; #if PX_INTEL_FAMILY && !defined(PX_SIMD_DISABLED) #include "PsVecMath.h" using namespace physx::shdfnd::aos; #include "GuBV4_Common.h" #include "GuInternal.h" #define SWEEP_AABB_IMPL // PT: TODO: refactor structure (TA34704) struct RayParams { #ifdef GU_BV4_QUANTIZED_TREE BV4_ALIGN16(Vec3p mCenterOrMinCoeff_PaddedAligned); BV4_ALIGN16(Vec3p mExtentsOrMaxCoeff_PaddedAligned); #endif #ifndef GU_BV4_USE_SLABS BV4_ALIGN16(Vec3p mData2_PaddedAligned); BV4_ALIGN16(Vec3p mFDir_PaddedAligned); BV4_ALIGN16(Vec3p mData_PaddedAligned); BV4_ALIGN16(Vec3p mLocalDir_PaddedAligned); #endif BV4_ALIGN16(Vec3p mOrigin_Padded); // PT: TODO: this one could be switched to PaddedAligned & V4LoadA (TA34704) }; #include "GuBV4_BoxSweep_Params.h" namespace { struct CapsuleSweepParams : BoxSweepParams { Capsule mLocalCapsule; PxVec3 mCapsuleCenter; PxVec3 mExtrusionDir; float mBestAlignmentValue; float mBestDistance; float mMaxDist; }; } #include "GuBV4_CapsuleSweep_Internal.h" #include "GuBV4_Internal.h" #include "GuBV4_AABBAABBSweepTest.h" #ifdef GU_BV4_USE_SLABS #include "GuBV4_Slabs.h" #endif #include "GuBV4_ProcessStreamOrdered_SegmentAABB_Inflated.h" #include "GuBV4_ProcessStreamNoOrder_SegmentAABB_Inflated.h" #ifdef GU_BV4_USE_SLABS #include "GuBV4_Slabs_KajiyaNoOrder.h" #include "GuBV4_Slabs_KajiyaOrdered.h" #endif Ps::IntBool BV4_CapsuleSweepSingleAA(const Capsule& capsule, const PxVec3& dir, float maxDist, const BV4Tree& tree, SweepHit* PX_RESTRICT hit, PxU32 flags) { const SourceMesh* PX_RESTRICT mesh = tree.mMeshInterface; CapsuleSweepParams Params; setupCapsuleParams(&Params, capsule, dir, maxDist, &tree, mesh, flags); if(tree.mNodes) { if(Params.mEarlyExit) processStreamRayNoOrder(1, LeafFunction_CapsuleSweepAny)(tree.mNodes, tree.mInitData, &Params); else processStreamRayOrdered(1, LeafFunction_CapsuleSweepClosest)(tree.mNodes, tree.mInitData, &Params); } else doBruteForceTests(mesh->getNbTriangles(), &Params); return computeImpactDataT(capsule, dir, hit, &Params, NULL, (flags & QUERY_MODIFIER_DOUBLE_SIDED)!=0, (flags & QUERY_MODIFIER_MESH_BOTH_SIDES)!=0); } #endif