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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_SPHERE_TRIANGLE_H #define GU_SWEEP_SPHERE_TRIANGLE_H #include "GuSweepTriangleUtils.h" namespace physx { namespace Gu { /** Sweeps a sphere against a triangle. All input parameters (sphere, triangle, sweep direction) must be in the same space. Sweep length is assumed to be infinite. By default, 'testInitialOverlap' must be set to true to properly handle the case where the sphere already overlaps the triangle at the start of the sweep. In such a case, returned impact distance is exactly 0.0f. If it is known ahead of time that the sphere cannot overlap the triangle at t=0.0, then 'testInitialOverlap' can be set to false to skip the initial overlap test and make the function run faster. If the ray defined by the sphere's center and the unit direction directly intersects the triangle-related part of the TSS (*) (i.e. the prism from the Minkowski sum of the inflated triangle) then 'directHit' is set to true. Otherwise it is set to false. (*) For Triangle Swept Sphere, see http://gamma.cs.unc.edu/SSV/ssv.pdf for the origin of these names. \param triVerts [in] triangle vertices \param triUnitNormal [in] triangle's normalized normal \param sphereCenter [in] sphere's center \param sphereRadius [in] sphere's radius \param unitDir [in] normalized sweep direction. \param impactDistance [out] impact distance, if a hit has been found. Does not need to be initialized before calling the function. \param directHit [out] true if a direct hit has been found, see comments above. \param testInitialOverlap [in] true if an initial sphere-vs-triangle overlap test must be performed, see comments above. \return true if an impact has been found (in which case returned result values are valid) */ bool sweepSphereVSTri( const PxVec3* PX_RESTRICT triVerts, const PxVec3& triUnitNormal,// Triangle data const PxVec3& sphereCenter, PxReal sphereRadius, // Sphere data const PxVec3& unitDir, // Ray data PxReal& impactDistance, bool& directHit, // Results bool testInitialOverlap); // Query modifier /** Sweeps a sphere against a quad. All input parameters (sphere, quad, sweep direction) must be in the same space. Sweep length is assumed to be infinite. Quad must be formed by 2 tris like this: p0___p2 | /| | / | | / | |/ | p1---p3 \param quadVerts [in] quad vertices \param quadUnitNormal [in] quad's normalized normal \param sphereCenter [in] sphere's center \param sphereRadius [in] sphere's radius \param unitDir [in] normalized sweep direction. \param impactDistance [out] impact distance, if a hit has been found. Does not need to be initialized before calling the function. \return true if an impact has been found (in which case returned result values are valid) */ bool sweepSphereVSQuad( const PxVec3* PX_RESTRICT quadVerts, const PxVec3& quadUnitNormal, // Quad data const PxVec3& sphereCenter, float sphereRadius, // Sphere data const PxVec3& unitDir, // Ray data float& impactDistance); // Results // PT: computes proper impact data for sphere-sweep-vs-tri, after the closest tri has been found PX_FORCE_INLINE bool computeSphereTriangleImpactData(PxSweepHit& h, PxVec3& triNormalOut, PxU32 index, PxReal curT, const PxVec3& center, const PxVec3& unitDir, const PxVec3& bestTriNormal, const PxTriangle* PX_RESTRICT triangles, bool isDoubleSided, bool meshBothSides) { if(index==PX_INVALID_U32) return false; // We didn't touch any triangle // Compute impact data only once, using best triangle PxVec3 hitPos, normal; computeSphereTriImpactData(hitPos, normal, center, unitDir, curT, triangles[index]); // PT: by design, returned normal is opposed to the sweep direction. if(shouldFlipNormal(normal, meshBothSides, isDoubleSided, bestTriNormal, unitDir)) normal = -normal; h.position = hitPos; h.normal = normal; h.distance = curT; h.faceIndex = index; h.flags = PxHitFlag::eDISTANCE|PxHitFlag::eNORMAL|PxHitFlag::ePOSITION; triNormalOut = bestTriNormal; return true; } /** Sweeps a sphere against a set of triangles. \param nbTris [in] number of triangles in input array \param triangles [in] array of input triangles \param center [in] sphere's center \param radius [in] sphere's radius \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 isDoubleSided [in] true if input triangles are double-sided \param meshBothSides [in] true if PxHitFlag::eMESH_BOTH_SIDES is used \param anyHit [in] true if PxHitFlag::eMESH_ANY is used \param testInitialOverlap [in] true if PxHitFlag::eASSUME_NO_INITIAL_OVERLAP is not used \return true if an impact has been found */ bool sweepSphereTriangles( PxU32 nbTris, const PxTriangle* PX_RESTRICT triangles, // Triangle data const PxVec3& center, const PxReal radius, // Sphere data const PxVec3& unitDir, PxReal distance, // Ray data const PxU32* PX_RESTRICT cachedIndex, // Cache data PxSweepHit& hit, PxVec3& triNormalOut, // Results bool isDoubleSided, bool meshBothSides, bool anyHit, bool testInitialOverlap); // Query modifiers } // namespace Gu } #endif