// // 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. #ifndef GU_SWEEP_BOX_TRIANGLE_FEATURE_BASED_H #define GU_SWEEP_BOX_TRIANGLE_FEATURE_BASED_H #include "foundation/PxVec3.h" #include "foundation/PxPlane.h" #include "CmPhysXCommon.h" namespace physx { class PxTriangle; namespace Gu { /** Sweeps a box against a triangle, using a 'feature-based' approach. This is currently only used for computing the box-sweep impact data, in a second pass, after the best triangle has been identified using faster approaches (SAT/GJK). \warning Returned impact normal is not normalized \param tri [in] the triangle \param box [in] the box \param motion [in] (box) motion vector \param oneOverMotion [in] precomputed inverse of motion vector \param hit [out] impact point \param normal [out] impact normal (warning: not normalized) \param d [in/out] impact distance (please initialize with best current distance) \param isDoubleSided [in] whether triangle is double-sided or not \return true if an impact has been found */ bool sweepBoxTriangle( const PxTriangle& tri, const PxBounds3& box, const PxVec3& motion, const PxVec3& oneOverMotion, PxVec3& hit, PxVec3& normal, PxReal& d, bool isDoubleSided=false); } // namespace Gu } #endif