// // 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_CAPSULE_TRIANGLE_H #define GU_SWEEP_CAPSULE_TRIANGLE_H #include "foundation/PxVec3.h" #include "CmPhysXCommon.h" #include "PxQueryReport.h" namespace physx { class PxTriangle; namespace Gu { class BoxPadded; class Capsule; /** Sweeps a capsule against a set of triangles. \param nbTris [in] number of triangles in input array \param triangles [in] array of input triangles \param capsule [in] the capsule \param unitDir [in] sweep's unit direcion \param distance [in] sweep's length \param cachedIndex [in] cached triangle index, or NULL. Cached triangle will be tested first. \param hit [out] results \param triNormalOut [out] triangle normal \param hitFlags [in] query modifiers \param isDoubleSided [in] true if input triangles are double-sided \param cullBox [in] additional/optional culling box. Triangles not intersecting the box are quickly discarded. \warning if using a cullbox, make sure all triangles can be safely V4Loaded (i.e. allocate 4 more bytes after last triangle) \return true if an impact has been found */ bool sweepCapsuleTriangles_Precise( PxU32 nbTris, const PxTriangle* PX_RESTRICT triangles, // Triangle data const Capsule& capsule, // Capsule data const PxVec3& unitDir, const PxReal distance, // Ray data const PxU32* PX_RESTRICT cachedIndex, // Cache data PxSweepHit& hit, PxVec3& triNormalOut, // Results PxHitFlags hitFlags, bool isDoubleSided, // Query modifiers const BoxPadded* cullBox=NULL); // Cull data } // namespace Gu } #endif