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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.  

#include "CctSweptVolume.h"

using namespace physx;
using namespace Cct;

SweptVolume::SweptVolume()
{
	mType = SweptVolumeType::eLAST;
}

SweptVolume::~SweptVolume()
{
}

void Cct::computeTemporalBox(PxExtendedBounds3& _box, float radius, float height, float contactOffset, float maxJumpHeight, const PxVec3& upDirection, const PxExtendedVec3& center, const PxVec3& direction)
{
	const float r = radius + contactOffset;
	PxVec3 extents(r);
	const float halfHeight = height*0.5f;
	extents.x += fabsf(upDirection.x)*halfHeight;
	extents.y += fabsf(upDirection.y)*halfHeight;
	extents.z += fabsf(upDirection.z)*halfHeight;

	PxExtendedBounds3 box;
	setCenterExtents(box, center, extents);

	{
		PxExtendedBounds3 destBox;
		PxExtendedVec3 tmp = center;
		tmp += direction;
		setCenterExtents(destBox, tmp, extents);
		add(box, destBox);
	}

	if(maxJumpHeight!=0.0f)
	{
		PxExtendedBounds3 destBox;
		PxExtendedVec3 tmp = center;
		tmp -= upDirection * maxJumpHeight;
		setCenterExtents(destBox, tmp, extents);
		add(box, destBox);
	}

	_box = box;
}