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GuIntersectionRayCapsule.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef GU_INTERSECTION_RAY_CAPSULE_H
30#define GU_INTERSECTION_RAY_CAPSULE_H
31
32#include "GuCapsule.h"
33#include "GuDistancePointSegment.h"
34#include "GuIntersectionRay.h"
35
36namespace physx
37{
38namespace Gu
39{
40 PxU32 intersectRayCapsuleInternal(const PxVec3& origin, const PxVec3& dir, const PxVec3& p0, const PxVec3& p1, float radius, PxReal s[2]);
41
42 PX_FORCE_INLINE bool intersectRayCapsule(const PxVec3& origin, const PxVec3& dir, const PxVec3& p0, const PxVec3& p1, float radius, PxReal& t)
43 {
44 // PT: move ray origin close to capsule, to solve accuracy issues.
45 // We compute the distance D between the ray origin and the capsule's segment.
46 // Then E = D - radius = distance between the ray origin and the capsule.
47 // We can move the origin freely along 'dir' up to E units before touching the capsule.
48 PxReal l = distancePointSegmentSquaredInternal(p0, p1 - p0, origin);
49 l = PxSqrt(l) - radius;
50
51 // PT: if this becomes negative or null, the ray starts inside the capsule and we can early exit
52 if(l<=0.0f)
53 {
54 t = 0.0f;
55 return true;
56 }
57
58 // PT: we remove an arbitrary GU_RAY_SURFACE_OFFSET units to E, to make sure we don't go close to the surface.
59 // If we're moving in the direction of the capsule, the origin is now about GU_RAY_SURFACE_OFFSET units from it.
60 // If we're moving away from the capsule, the ray won't hit the capsule anyway.
61 // If l is smaller than GU_RAY_SURFACE_OFFSET we're close enough, accuracy is good, there is nothing to do.
62 if(l>GU_RAY_SURFACE_OFFSET)
63 l -= GU_RAY_SURFACE_OFFSET;
64 else
65 l = 0.0f;
66
67 // PT: move origin closer to capsule and do the raycast
68 PxReal s[2];
69 const PxU32 nbHits = Gu::intersectRayCapsuleInternal(origin + l*dir, dir, p0, p1, radius, s);
70 if(!nbHits)
71 return false;
72
73 // PT: keep closest hit only
74 if(nbHits == 1)
75 t = s[0];
76 else
77 t = (s[0] < s[1]) ? s[0] : s[1];
78
79 // PT: fix distance (smaller than expected after moving ray close to capsule)
80 t += l;
81 return true;
82 }
83
84 PX_FORCE_INLINE bool intersectRayCapsule(const PxVec3& origin, const PxVec3& dir, const Gu::Capsule& capsule, PxReal& t)
85 {
86 return Gu::intersectRayCapsule(origin, dir, capsule.p0, capsule.p1, capsule.radius, t);
87 }
88}
89}
90
91#endif
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSqrt(float a)
Square root.
Definition PxMath.h:146