// // 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 "GuSweepSphereCapsule.h" #include "GuSphere.h" #include "GuCapsule.h" #include "GuDistancePointSegment.h" #include "GuSweepSphereSphere.h" #include "GuIntersectionRayCapsule.h" using namespace physx; using namespace Gu; bool Gu::sweepSphereCapsule(const Sphere& sphere, const Capsule& lss, const PxVec3& dir, PxReal length, PxReal& d, PxVec3& ip, PxVec3& nrm, PxHitFlags hitFlags) { const PxReal radiusSum = lss.radius + sphere.radius; if(!(hitFlags & PxHitFlag::eASSUME_NO_INITIAL_OVERLAP)) { // PT: test if shapes initially overlap if(distancePointSegmentSquared(lss.p0, lss.p1, sphere.center)=0.0f && t<=length) { d = t; // PT: TODO: // const Ps::IntBool needsImpactPoint = hitFlags & PxHitFlag::ePOSITION; // if(needsImpactPoint || hitFlags & PxHitFlag::eNORMAL) { // Move capsule against sphere const PxVec3 tdir = t*dir; Inflated.p0 -= tdir; Inflated.p1 -= tdir; // Compute closest point between moved capsule & sphere distancePointSegmentSquared(Inflated, sphere.center, &t); Inflated.computePoint(ip, t); // Normal nrm = (ip - sphere.center); nrm.normalize(); // if(needsImpactPoint) // PT: TODO ip -= nrm * lss.radius; } return true; } } return false; }