// // 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 "PtCollisionMethods.h" #if PX_USE_PARTICLE_SYSTEM_API using namespace physx; using namespace Pt; namespace { PX_FORCE_INLINE void collideWithPlane(ParticleCollData& collData, PxReal proxRadius) { // In plane space the normal is (1,0,0) and d is 0. This simplifies the computations below. PxReal entryTime = -FLT_MAX; PxReal planeDistNewPos = collData.localNewPos.x; PxReal planeDistOldPos = collData.localOldPos.x; bool isContained = false; bool hasDC = false; bool hasProx = false; bool parallelMotion = false; // Test the old pos for containment if(planeDistOldPos <= 0.0f) isContained = true; // Test proximity if(planeDistNewPos <= proxRadius) { if(planeDistNewPos > 0.0f) hasProx = true; // Test discrete collision if(planeDistNewPos <= collData.restOffset) hasDC = true; } if(!(hasProx || hasDC || isContained)) return; // We know that the old position is outside the surface and that the new position is // not within the proximity region. PxVec3 planeNormal; planeNormal = PxVec3(1.0f, 0.0f, 0.0f); // Test continuous collision PxVec3 motion = collData.localNewPos - collData.localOldPos; PxReal projMotion = motion.x; if(projMotion == 0.0f) // parallel { if(planeDistNewPos > 0.0f) parallelMotion = true; } else { PxReal hitTime = -planeDistOldPos / projMotion; if(projMotion < 0.0f) // entry point entryTime = hitTime; } if(isContained) { // Treat the case where the old pos is inside the skeleton as // a continous collision with time 0 collData.localFlags |= ParticleCollisionFlags::L_CC; collData.ccTime = 0.0f; collData.localSurfaceNormal = planeNormal; // Push the particle to the surface (such that distance to surface is equal to the collision radius) collData.localSurfacePos = collData.localOldPos; collData.localSurfacePos.x += (collData.restOffset - planeDistOldPos); } else { // check for continuous collision // only add a proximity/discrete case if there are no continous collisions // for this shape or any other shape before bool ccHappened = ((0.0f <= entryTime) && (entryTime < collData.ccTime) && (!parallelMotion)); if(ccHappened) { collData.localSurfaceNormal = planeNormal; // collData.localSurfacePos = collData.localOldPos + (motion*entryTime); // collData.localSurfacePos.x += collData.restOffset; PxVec3 relativePOSITION = motion * entryTime; computeContinuousTargetPosition(collData.localSurfacePos, collData.localOldPos, relativePOSITION, collData.localSurfaceNormal, collData.restOffset); collData.ccTime = entryTime; collData.localFlags |= ParticleCollisionFlags::L_CC; } else if(!(collData.localFlags & ParticleCollisionFlags::CC)) { // No other collision shape has caused a continuous collision so far PX_ASSERT(hasProx | hasDC); if(hasProx) // proximity collData.localFlags |= ParticleCollisionFlags::L_PROX; if(hasDC) // discrete collision collData.localFlags |= ParticleCollisionFlags::L_DC; collData.localSurfaceNormal = planeNormal; // Move contact point such that the projected distance to the surface is equal // to the collision radius collData.localSurfacePos = collData.localNewPos; collData.localSurfacePos.x += (collData.restOffset - planeDistNewPos); } } } } void physx::Pt::collideWithPlane(ParticleCollData* particleCollData, PxU32 numCollData, const Gu::GeometryUnion& planeShape, PxReal proxRadius) { PX_ASSERT(particleCollData); PX_ASSERT(planeShape.getType() == PxGeometryType::ePLANE); PX_UNUSED(planeShape); for(PxU32 p = 0; p < numCollData; p++) { ::collideWithPlane(particleCollData[p], proxRadius); } } #endif // PX_USE_PARTICLE_SYSTEM_API