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All rights reserved. #include "PtCollisionMethods.h" #if PX_USE_PARTICLE_SYSTEM_API using namespace physx; using namespace Pt; namespace { void collideWithSphereNonContinuous(ParticleCollData& collData, const PxVec3& pos, const PxReal& radius, const PxReal& proxRadius) { if(collData.localFlags & ParticleCollisionFlags::CC) return; // Only apply discrete and proximity collisions if no continuous collisions was detected so far (for any // colliding shape) PxReal dist = pos.magnitude(); collData.localSurfaceNormal = pos; if(dist < (radius + proxRadius)) { if(dist != 0.0f) collData.localSurfaceNormal *= (1.0f / dist); else collData.localSurfaceNormal = PxVec3(0); // Push particle to surface such that the distance to the surface is equal to the collision radius collData.localSurfacePos = collData.localSurfaceNormal * (radius + collData.restOffset); collData.localFlags |= ParticleCollisionFlags::L_PROX; if(dist < (radius + collData.restOffset)) collData.localFlags |= ParticleCollisionFlags::L_DC; } } PX_FORCE_INLINE void collideWithSphere(ParticleCollData& collData, const PxSphereGeometry& sphereShapeData, PxReal proxRadius) { PxVec3& oldPos = collData.localOldPos; PxVec3& newPos = collData.localNewPos; PxReal radius = sphereShapeData.radius; PxReal oldPosDist2 = oldPos.magnitudeSquared(); PxReal radius2 = radius * radius; bool oldInSphere = (oldPosDist2 < radius2); if(oldInSphere) { // old position inside the skeleton // add ccd with time 0.0 collData.localSurfaceNormal = oldPos; if(oldPosDist2 > 0.0f) collData.localSurfaceNormal *= PxRecipSqrt(oldPosDist2); else collData.localSurfaceNormal = PxVec3(0, 1.0f, 0); // Push particle to surface such that the distance to the surface is equal to the collision radius collData.localSurfacePos = collData.localSurfaceNormal * (radius + collData.restOffset); collData.ccTime = 0.0; collData.localFlags |= ParticleCollisionFlags::L_CC; } else { // old position is outside of the skeleton PxVec3 motion = newPos - oldPos; // Discriminant PxReal b = motion.dot(oldPos) * 2.0f; PxReal a2 = 2.0f * motion.magnitudeSquared(); PxReal disc = (b * b) - (2.0f * a2 * (oldPosDist2 - radius2)); bool intersection = disc > 0.0f; if((!intersection) || (a2 == 0.0f)) { // the ray does not intersect the sphere collideWithSphereNonContinuous(collData, newPos, radius, proxRadius); } else { // the ray intersects the sphere PxReal t = -(b + PxSqrt(disc)) / a2; // Compute intersection point if(t < 0.0f || t > 1.0f) { // intersection point lies outside motion vector collideWithSphereNonContinuous(collData, newPos, radius, proxRadius); } else if(t < collData.ccTime) { // intersection point lies on sphere, add lcc // collData.localSurfacePos = oldPos + (motion * t); // collData.localSurfaceNormal = collData.localSurfacePos; // collData.localSurfaceNormal *= (1.0f / radius); // collData.localSurfacePos += (collData.localSurfaceNormal * collData.restOffset); PxVec3 relativeImpact = motion * t; collData.localSurfaceNormal = oldPos + relativeImpact; collData.localSurfaceNormal *= (1.0f / radius); computeContinuousTargetPosition(collData.localSurfacePos, collData.localOldPos, relativeImpact, collData.localSurfaceNormal, collData.restOffset); collData.ccTime = t; collData.localFlags |= ParticleCollisionFlags::L_CC; } } } } } // namespace void physx::Pt::collideWithSphere(ParticleCollData* particleCollData, PxU32 numCollData, const Gu::GeometryUnion& sphereShape, PxReal proxRadius) { PX_ASSERT(particleCollData); const PxSphereGeometry& sphereShapeData = sphereShape.get(); for(PxU32 p = 0; p < numCollData; p++) { ::collideWithSphere(particleCollData[p], sphereShapeData, proxRadius); } } #endif // PX_USE_PARTICLE_SYSTEM_API