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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_MESH_H #define GU_SWEEP_MESH_H #include "GuMidphaseInterface.h" #include "GuVecConvexHull.h" namespace physx { namespace Gu { // PT: class to make sure we can safely V4Load Matrix34's last column class Matrix34Padded : public Cm::Matrix34 { public: PX_FORCE_INLINE Matrix34Padded(const Matrix34& src) : Matrix34(src) {} PX_FORCE_INLINE Matrix34Padded() {} PX_FORCE_INLINE ~Matrix34Padded() {} PxU32 padding; }; PX_COMPILE_TIME_ASSERT(0==(sizeof(Matrix34Padded)==16)); // PT: intermediate class containing shared bits of code & members struct SweepShapeMeshHitCallback : MeshHitCallback { SweepShapeMeshHitCallback(CallbackMode::Enum mode, const PxHitFlags& hitFlags, bool flipNormal, float distCoef); const PxHitFlags mHitFlags; bool mStatus; // Default is false, set to true if a valid hit is found. Stays true once true. bool mInitialOverlap; // Default is false, set to true if an initial overlap hit is found. Reset for each hit. bool mFlipNormal; // If negative scale is used we need to flip normal PxReal mDistCoeff; // dist coeff from unscaled to scaled distance void operator=(const SweepShapeMeshHitCallback&) {} }; struct SweepCapsuleMeshHitCallback : SweepShapeMeshHitCallback { PxSweepHit& mSweepHit; const Cm::Matrix34& mVertexToWorldSkew; const PxReal mTrueSweepDistance; // max sweep distance that can be used PxReal mBestAlignmentValue; // best alignment value for triangle normal PxReal mBestDist; // best distance, not the same as sweepHit.distance, can be shorter by epsilon const Capsule& mCapsule; const PxVec3& mUnitDir; const bool mMeshDoubleSided; // PT: true if PxMeshGeometryFlag::eDOUBLE_SIDED const bool mIsSphere; SweepCapsuleMeshHitCallback(PxSweepHit& sweepHit, const Cm::Matrix34& worldMatrix, PxReal distance, bool meshDoubleSided, const Capsule& capsule, const PxVec3& unitDir, const PxHitFlags& hitFlags, bool flipNormal, float distCoef); virtual PxAgain processHit(const PxRaycastHit& aHit, const PxVec3& v0, const PxVec3& v1, const PxVec3& v2, PxReal& shrunkMaxT, const PxU32*); // PT: TODO: unify these operators void operator=(const SweepCapsuleMeshHitCallback&) {} bool finalizeHit( PxSweepHit& sweepHit, const Capsule& lss, const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, bool isDoubleSided) const; }; #if PX_VC #pragma warning(push) #pragma warning( disable : 4324 ) // Padding was added at the end of a structure because of a __declspec(align) value. #endif struct SweepBoxMeshHitCallback : SweepShapeMeshHitCallback { const Matrix34Padded& mMeshToBox; PxReal mDist, mDist0; physx::shdfnd::aos::FloatV mDistV; const Box& mBox; const PxVec3& mLocalDir; const PxVec3& mWorldUnitDir; PxReal mInflation; PxTriangle mHitTriangle; physx::shdfnd::aos::Vec3V mMinClosestA; physx::shdfnd::aos::Vec3V mMinNormal; physx::shdfnd::aos::Vec3V mLocalMotionV; PxU32 mMinTriangleIndex; PxVec3 mOneOverDir; const bool mBothTriangleSidesCollide; // PT: true if PxMeshGeometryFlag::eDOUBLE_SIDED || PxHitFlag::eMESH_BOTH_SIDES SweepBoxMeshHitCallback(CallbackMode::Enum mode_, const Matrix34Padded& meshToBox, PxReal distance, bool bothTriangleSidesCollide, const Box& box, const PxVec3& localMotion, const PxVec3& localDir, const PxVec3& unitDir, const PxHitFlags& hitFlags, const PxReal inflation, bool flipNormal, float distCoef); virtual ~SweepBoxMeshHitCallback() {} virtual PxAgain processHit(const PxRaycastHit& meshHit, const PxVec3& lp0, const PxVec3& lp1, const PxVec3& lp2, PxReal& shrinkMaxT, const PxU32*); bool finalizeHit( PxSweepHit& sweepHit, const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, const PxTransform& boxTransform, const PxVec3& localDir, bool meshBothSides, bool isDoubleSided) const; private: SweepBoxMeshHitCallback& operator=(const SweepBoxMeshHitCallback&); }; struct SweepConvexMeshHitCallback : SweepShapeMeshHitCallback { PxTriangle mHitTriangle; ConvexHullV mConvexHull; physx::shdfnd::aos::PsMatTransformV mMeshToConvex; physx::shdfnd::aos::PsTransformV mConvexPoseV; const Cm::FastVertex2ShapeScaling& mMeshScale; PxSweepHit mSweepHit; // stores either the closest or any hit depending on value of mAnyHit physx::shdfnd::aos::FloatV mInitialDistance; physx::shdfnd::aos::Vec3V mConvexSpaceDir; // convexPose.rotateInv(-unit*distance) PxVec3 mUnitDir; PxVec3 mMeshSpaceUnitDir; PxReal mInflation; const bool mAnyHit; const bool mBothTriangleSidesCollide; // PT: true if PxMeshGeometryFlag::eDOUBLE_SIDED || PxHitFlag::eMESH_BOTH_SIDES SweepConvexMeshHitCallback( const ConvexHullData& hull, const PxMeshScale& convexScale, const Cm::FastVertex2ShapeScaling& meshScale, const PxTransform& convexPose, const PxTransform& meshPose, const PxVec3& unitDir, const PxReal distance, PxHitFlags hitFlags, const bool bothTriangleSidesCollide, const PxReal inflation, const bool anyHit, float distCoef); virtual ~SweepConvexMeshHitCallback() {} virtual PxAgain processHit(const PxRaycastHit& hit, const PxVec3& av0, const PxVec3& av1, const PxVec3& av2, PxReal& shrunkMaxT, const PxU32*); bool finalizeHit(PxSweepHit& sweepHit, const PxTriangleMeshGeometry& meshGeom, const PxTransform& pose, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexPose, const PxVec3& unitDir, PxReal inflation, bool isMtd, bool meshBothSides, bool isDoubleSided, bool bothTriangleSidesCollide); private: SweepConvexMeshHitCallback& operator=(const SweepConvexMeshHitCallback&); }; #if PX_VC #pragma warning(pop) #endif } } #endif