// 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) 2008-2018 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 "GuGeometryUnion.h" #include "GuContactBuffer.h" #include "GuContactMethodImpl.h" #include "PsVecTransform.h" namespace physx { namespace Gu { bool pcmContactSphereSphere(GU_CONTACT_METHOD_ARGS) { PX_UNUSED(cache); PX_UNUSED(renderOutput); using namespace Ps::aos; const PxSphereGeometry& shapeSphere0 = shape0.get(); const PxSphereGeometry& shapeSphere1 = shape1.get(); const FloatV cDist = FLoad(params.mContactDistance); const Vec3V p0 = V3LoadA(&transform0.p.x); const Vec3V p1 = V3LoadA(&transform1.p.x); const FloatV r0 = FLoad(shapeSphere0.radius); const FloatV r1 = FLoad(shapeSphere1.radius); const Vec3V _delta = V3Sub(p0, p1); const FloatV distanceSq = V3Dot(_delta, _delta); const FloatV radiusSum = FAdd(r0, r1); const FloatV inflatedSum = FAdd(radiusSum, cDist); if(FAllGrtr(FMul(inflatedSum, inflatedSum), distanceSq)) { const FloatV eps = FLoad(0.00001f); const FloatV dist = FSqrt(distanceSq); const BoolV bCon = FIsGrtrOrEq(eps, dist); const Vec3V normal = V3Sel(bCon, V3UnitX(), V3ScaleInv(_delta, dist)); const Vec3V point = V3ScaleAdd(normal, r1, p1); const FloatV pen = FSub(dist, radiusSum); PX_ASSERT(contactBuffer.count < ContactBuffer::MAX_CONTACTS); Gu::ContactPoint& contact = contactBuffer.contacts[contactBuffer.count++]; V4StoreA(Vec4V_From_Vec3V(normal), &contact.normal.x); V4StoreA(Vec4V_From_Vec3V(point), &contact.point.x); FStore(pen, &contact.separation); contact.internalFaceIndex1 = PXC_CONTACT_NO_FACE_INDEX; return true; } return false; } }//Gu }//physx