// // 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 "GuContactBuffer.h" #include "PsVecTransform.h" #include "GuGeometryUnion.h" #include "GuContactMethodImpl.h" namespace physx { namespace Gu { bool pcmContactSpherePlane(GU_CONTACT_METHOD_ARGS) { using namespace Ps::aos; PX_UNUSED(renderOutput); PX_UNUSED(cache); PX_UNUSED(shape1); // Get actual shape data const PxSphereGeometry& shapeSphere = shape0.get(); //sphere transform const Vec3V p0 = V3LoadU_SafeReadW(transform0.p); // PT: safe because 'mRefCount' follows 'mTransform' in PxsTransform //plane transform const Vec3V p1 = V3LoadU_SafeReadW(transform1.p); // PT: safe because 'mRefCount' follows 'mTransform' in PxsTransform const QuatV q1 = QuatVLoadU(&transform1.q.x); const FloatV radius = FLoad(shapeSphere.radius); const FloatV contactDist = FLoad(params.mContactDistance); const PsTransformV transf1(p1, q1); //Sphere in plane space const Vec3V sphereCenterInPlaneSpace = transf1.transformInv(p0); //Separation const FloatV separation = FSub(V3GetX(sphereCenterInPlaneSpace), radius); if(FAllGrtrOrEq(contactDist, separation)) { //get the plane normal const Vec3V worldNormal = QuatGetBasisVector0(q1); const Vec3V worldPoint = V3NegScaleSub(worldNormal, radius, p0); Gu::ContactPoint& contact = contactBuffer.contacts[contactBuffer.count++]; //Fast allign store V4StoreA(Vec4V_From_Vec3V(worldNormal), &contact.normal.x); V4StoreA(Vec4V_From_Vec3V(worldPoint), &contact.point.x); FStore(separation, &contact.separation); contact.internalFaceIndex1 = PXC_CONTACT_NO_FACE_INDEX; return true; } return false; } }//Gu }//physx