// // 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. #ifndef GU_SWEEP_CONVEX_TRI #define GU_SWEEP_CONVEX_TRI #include "GuVecTriangle.h" #include "GuVecConvexHull.h" #include "GuConvexMesh.h" #include "PxConvexMeshGeometry.h" #include "GuGJKRaycast.h" // return true if hit, false if no hit static PX_FORCE_INLINE bool sweepConvexVsTriangle( const PxVec3& v0, const PxVec3& v1, const PxVec3& v2, ConvexHullV& convexHull, const Ps::aos::PsMatTransformV& meshToConvex, const Ps::aos::PsTransformV& convexTransfV, const Ps::aos::Vec3VArg convexSpaceDir, const PxVec3& unitDir, const PxVec3& meshSpaceUnitDir, const Ps::aos::FloatVArg fullDistance, PxReal shrunkDistance, PxSweepHit& hit, bool isDoubleSided, const PxReal inflation, bool& initialOverlap, PxU32 faceIndex) { using namespace Ps::aos; if(!isDoubleSided) { // Create triangle normal const PxVec3 denormalizedNormal = (v1 - v0).cross(v2 - v1); // Backface culling // PT: WARNING, the test is reversed compared to usual because we pass -unitDir to this function const bool culled = denormalizedNormal.dot(meshSpaceUnitDir) <= 0.0f; if(culled) return false; } const Vec3V zeroV = V3Zero(); const FloatV zero = FZero(); const Vec3V p0 = V3LoadU(v0); // in mesh local space const Vec3V p1 = V3LoadU(v1); const Vec3V p2 = V3LoadU(v2); // transform triangle verts from mesh local to convex local space TriangleV triangleV(meshToConvex.transform(p0), meshToConvex.transform(p1), meshToConvex.transform(p2)); FloatV toi; Vec3V closestA,normal; LocalConvex convexA(triangleV); LocalConvex convexB(convexHull); const Vec3V initialSearchDir = V3Sub(triangleV.getCenter(), convexHull.getCenter()); // run GJK raycast // sweep triangle in convex local space vs convex, closestA will be the impact point in convex local space const bool gjkHit = gjkRaycastPenetration, LocalConvex >( convexA, convexB, initialSearchDir, zero, zeroV, convexSpaceDir, toi, normal, closestA, inflation, false); if(!gjkHit) return false; if(FAllGrtrOrEq(zero, toi)) { initialOverlap = true; // PT: TODO: redundant with hit distance, consider removing return setInitialOverlapResults(hit, unitDir, faceIndex); } const FloatV minDist = FLoad(shrunkDistance); const FloatV dist = FMul(toi, fullDistance); // scale the toi to original full sweep distance if(FAllGrtr(minDist, dist)) // is current dist < minDist? { hit.faceIndex = faceIndex; hit.flags = PxHitFlag::eDISTANCE | PxHitFlag::ePOSITION | PxHitFlag::eNORMAL | PxHitFlag::eFACE_INDEX; const Vec3V destWorldPointA = convexTransfV.transform(closestA); const Vec3V destNormal = V3Normalize(convexTransfV.rotate(normal)); V3StoreU(destWorldPointA, hit.position); V3StoreU(destNormal, hit.normal); FStore(dist, &hit.distance); return true; // report a hit } return false; // report no hit } #endif