// 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) 2008-2017 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; }