// 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 "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; }