// 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) 2008-2016 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 "GuSweepSphereSphere.h" #include "PsUtilities.h" using namespace physx; using namespace Gu; // Adapted from Gamasutra (Gomez article) // Return true if r1 and r2 are real static PX_FORCE_INLINE bool quadraticFormula(const PxReal a, const PxReal b, const PxReal c, PxReal& r1, PxReal& r2) { const PxReal q = b*b - 4*a*c; if(q>=0.0f) { PX_ASSERT(a!=0.0f); const PxReal sq = PxSqrt(q); const PxReal d = 1.0f / (2.0f*a); r1 = (-b + sq) * d; r2 = (-b - sq) * d; return true;//real roots } else { return false;//complex roots } } static bool sphereSphereSweep( const PxReal ra, //radius of sphere A const PxVec3& A0, //previous position of sphere A const PxVec3& A1, //current position of sphere A const PxReal rb, //radius of sphere B const PxVec3& B0, //previous position of sphere B const PxVec3& B1, //current position of sphere B PxReal& u0, //normalized time of first collision PxReal& u1 //normalized time of second collision ) { const PxVec3 va = A1 - A0; const PxVec3 vb = B1 - B0; const PxVec3 AB = B0 - A0; const PxVec3 vab = vb - va; // relative velocity (in normalized time) const PxReal rab = ra + rb; const PxReal a = vab.dot(vab); //u*u coefficient const PxReal b = 2.0f*(vab.dot(AB)); //u coefficient const PxReal c = (AB.dot(AB)) - rab*rab; //constant term //check if they're currently overlapping if(c<=0.0f || a==0.0f) { u0 = 0.0f; u1 = 0.0f; return true; } //check if they hit each other during the frame if(quadraticFormula(a, b, c, u0, u1)) { if(u0>u1) Ps::swap(u0, u1); // u01.0f) return false; if(u1<0.0f || u0>1.0f) return false; return true; } return false; } bool Gu::sweepSphereSphere(const PxVec3& center0, PxReal radius0, const PxVec3& center1, PxReal radius1, const PxVec3& motion, PxReal& d, PxVec3& nrm) { const PxVec3 movedCenter = center1 + motion; PxReal tmp; if(!sphereSphereSweep(radius0, center0, center0, radius1, center1, movedCenter, d, tmp)) return false; // Compute normal // PT: if spheres initially overlap, the convention is that returned normal = -sweep direction if(d==0.0f) nrm = -motion; else nrm = (center1 + d * motion) - center0; nrm.normalize(); return true; }