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// 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) 2008-2018 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 "GuSweepBoxSphere.h"
#include "GuOverlapTests.h"
#include "GuSphere.h"
#include "GuBoxConversion.h"
#include "GuCapsule.h"
#include "GuIntersectionRayCapsule.h"
#include "GuIntersectionRayBox.h"
#include "GuIntersectionSphereBox.h"
#include "GuDistancePointSegment.h"
#include "GuInternal.h"
using namespace physx;
using namespace Gu;
using namespace Cm;
namespace
{
// PT: TODO: get rid of this copy
static const PxVec3 gNearPlaneNormal[] =
{
PxVec3(1.0f, 0.0f, 0.0f),
PxVec3(0.0f, 1.0f, 0.0f),
PxVec3(0.0f, 0.0f, 1.0f),
PxVec3(-1.0f, 0.0f, 0.0f),
PxVec3(0.0f, -1.0f, 0.0f),
PxVec3(0.0f, 0.0f, -1.0f)
};
}
bool Gu::sweepBoxSphere(const Box& box, PxReal sphereRadius, const PxVec3& spherePos, const PxVec3& dir, PxReal length, PxReal& min_dist, PxVec3& normal, PxHitFlags hitFlags)
{
if(!(hitFlags & PxHitFlag::eASSUME_NO_INITIAL_OVERLAP))
{
// PT: test if shapes initially overlap
if(intersectSphereBox(Sphere(spherePos, sphereRadius), box))
{
// Overlap
min_dist = 0.0f;
normal = -dir;
return true;
}
}
PxVec3 boxPts[8];
box.computeBoxPoints(boxPts);
const PxU8* PX_RESTRICT edges = getBoxEdges();
PxReal MinDist = length;
bool Status = false;
for(PxU32 i=0; i<12; i++)
{
const PxU8 e0 = *edges++;
const PxU8 e1 = *edges++;
const Capsule capsule(boxPts[e0], boxPts[e1], sphereRadius);
PxReal t;
if(intersectRayCapsule(spherePos, dir, capsule, t))
{
if(t>=0.0f && t<=MinDist)
{
MinDist = t;
const PxVec3 ip = spherePos + t*dir;
distancePointSegmentSquared(capsule, ip, &t);
PxVec3 ip2;
capsule.computePoint(ip2, t);
normal = (ip2 - ip);
normal.normalize();
Status = true;
}
}
}
PxVec3 localPt;
{
Matrix34 M2;
buildMatrixFromBox(M2, box);
localPt = M2.rotateTranspose(spherePos - M2.p);
}
const PxVec3* boxNormals = gNearPlaneNormal;
const PxVec3 localDir = box.rotateInv(dir);
// PT: when the box exactly touches the sphere, the test for initial overlap can fail on some platforms.
// In this case we reach the sweep code below, which may return a slightly negative time of impact (it should be 0.0
// but it ends up a bit negative because of limited FPU accuracy). The epsilon ensures that we correctly detect a hit
// in this case.
const PxReal epsilon = -1e-5f;
PxReal tnear, tfar;
PxVec3 extents = box.extents;
extents.x += sphereRadius;
int plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar);
if(plane!=-1 && tnear>=epsilon && tnear <= MinDist)
{
MinDist = PxMax(tnear, 0.0f);
normal = box.rotate(boxNormals[plane]);
Status = true;
}
extents = box.extents;
extents.y += sphereRadius;
plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar);
if(plane!=-1 && tnear>=epsilon && tnear <= MinDist)
{
MinDist = PxMax(tnear, 0.0f);
normal = box.rotate(boxNormals[plane]);
Status = true;
}
extents = box.extents;
extents.z += sphereRadius;
plane = intersectRayAABB(-extents, extents, localPt, localDir, tnear, tfar);
if(plane!=-1 && tnear>=epsilon && tnear <= MinDist)
{
MinDist = PxMax(tnear, 0.0f);
normal = box.rotate(boxNormals[plane]);
Status = true;
}
min_dist = MinDist;
return Status;
}
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