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//
// 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.
#ifndef GU_SWEEP_CAPSULE_TRIANGLE_H
#define GU_SWEEP_CAPSULE_TRIANGLE_H
#include "foundation/PxVec3.h"
#include "CmPhysXCommon.h"
#include "PxQueryReport.h"
namespace physx
{
class PxTriangle;
namespace Gu
{
class BoxPadded;
class Capsule;
/**
Sweeps a capsule against a set of triangles.
\param nbTris [in] number of triangles in input array
\param triangles [in] array of input triangles
\param capsule [in] the capsule
\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 hitFlags [in] query modifiers
\param isDoubleSided [in] true if input triangles are double-sided
\param cullBox [in] additional/optional culling box. Triangles not intersecting the box are quickly discarded.
\warning if using a cullbox, make sure all triangles can be safely V4Loaded (i.e. allocate 4 more bytes after last triangle)
\return true if an impact has been found
*/
bool sweepCapsuleTriangles_Precise( PxU32 nbTris, const PxTriangle* PX_RESTRICT triangles, // Triangle data
const Capsule& capsule, // Capsule data
const PxVec3& unitDir, const PxReal distance, // Ray data
const PxU32* PX_RESTRICT cachedIndex, // Cache data
PxSweepHit& hit, PxVec3& triNormalOut, // Results
PxHitFlags hitFlags, bool isDoubleSided, // Query modifiers
const BoxPadded* cullBox=NULL); // Cull data
} // namespace Gu
}
#endif
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