// // 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 "GuSweepBoxSphere.h" #include "GuOverlapTests.h" #include "GuSphere.h" #include "GuBoxConversion.h" #include "GuCapsule.h" #include "GuIntersectionRayCapsule.h" #include "GuIntersectionRayBox.h" #include "GuIntersectionSphereBox.h" #include "GuDistancePointSegment.h" #include "GuInternal.h" using namespace physx; using namespace Gu; using namespace Cm; namespace { // PT: TODO: get rid of this copy static const PxVec3 gNearPlaneNormal[] = { PxVec3(1.0f, 0.0f, 0.0f), PxVec3(0.0f, 1.0f, 0.0f), PxVec3(0.0f, 0.0f, 1.0f), PxVec3(-1.0f, 0.0f, 0.0f), PxVec3(0.0f, -1.0f, 0.0f), PxVec3(0.0f, 0.0f, -1.0f) }; } bool Gu::sweepBoxSphere(const Box& box, PxReal sphereRadius, const PxVec3& spherePos, const PxVec3& dir, PxReal length, PxReal& min_dist, PxVec3& normal, PxHitFlags hitFlags) { if(!(hitFlags & PxHitFlag::eASSUME_NO_INITIAL_OVERLAP)) { // PT: test if shapes initially overlap if(intersectSphereBox(Sphere(spherePos, sphereRadius), box)) { // Overlap min_dist = 0.0f; normal = -dir; return true; } } PxVec3 boxPts[8]; box.computeBoxPoints(boxPts); const PxU8* PX_RESTRICT edges = getBoxEdges(); PxReal MinDist = length; bool Status = false; for(PxU32 i=0; i<12; i++) { const PxU8 e0 = *edges++; const PxU8 e1 = *edges++; const Capsule capsule(boxPts[e0], boxPts[e1], sphereRadius); PxReal t; if(intersectRayCapsule(spherePos, dir, capsule, t)) { if(t>=0.0f && t<=MinDist) { MinDist = t; const PxVec3 ip = spherePos + t*dir; distancePointSegmentSquared(capsule, ip, &t); PxVec3 ip2; capsule.computePoint(ip2, t); normal = (ip2 - ip); normal.normalize(); Status = true; } } } PxVec3 localPt; { Matrix34 M2; buildMatrixFromBox(M2, box); localPt = M2.rotateTranspose(spherePos - M2.p); } const PxVec3* boxNormals = gNearPlaneNormal; const PxVec3 localDir = box.rotateInv(dir); // PT: when the box exactly touches the sphere, the test for initial overlap can fail on some platforms. // In this case we reach the sweep code below, which may return a slightly negative time of impact (it should be 0.0 // but it ends up a bit negative because of limited FPU accuracy). The epsilon ensures that we correctly detect a hit // in this case. const PxReal epsilon = -1e-5f; PxReal tnear, tfar; PxVec3 extents = box.extents; extents.x += sphereRadius; int plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar); if(plane!=-1 && tnear>=epsilon && tnear <= MinDist) { MinDist = PxMax(tnear, 0.0f); normal = box.rotate(boxNormals[plane]); Status = true; } extents = box.extents; extents.y += sphereRadius; plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar); if(plane!=-1 && tnear>=epsilon && tnear <= MinDist) { MinDist = PxMax(tnear, 0.0f); normal = box.rotate(boxNormals[plane]); Status = true; } extents = box.extents; extents.z += sphereRadius; plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar); if(plane!=-1 && tnear>=epsilon && tnear <= MinDist) { MinDist = PxMax(tnear, 0.0f); normal = box.rotate(boxNormals[plane]); Status = true; } min_dist = MinDist; return Status; }