RavEngine
Loading...
Searching...
No Matches
GuSweepMTD.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
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_SWEEP_MTD_H
30#define GU_SWEEP_MTD_H
31
32namespace physx
33{
34 class PxConvexMeshGeometry;
35 class PxTriangleMeshGeometry;
36 class PxGeometry;
37 class PxHeightFieldGeometry;
38
39namespace Gu
40{
41 class Sphere;
42 class Capsule;
43
44 bool computeCapsule_TriangleMeshMTD(const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, Gu::CapsuleV& capsuleV, PxReal inflatedRadius, bool isDoubleSided, PxGeomSweepHit& hit);
45
46 bool computeCapsule_HeightFieldMTD(const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, Gu::CapsuleV& capsuleV, PxReal inflatedRadius, bool isDoubleSided, PxGeomSweepHit& hit);
47
48 bool computeBox_TriangleMeshMTD(const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, const Gu::Box& box, const PxTransform& boxTransform, PxReal inflation,
49 bool isDoubleSided, PxGeomSweepHit& hit);
50
51 bool computeBox_HeightFieldMTD( const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, const Gu::Box& box, const PxTransform& boxTransform, PxReal inflation, bool isDoubleSided, PxGeomSweepHit& hit);
52
53 bool computeConvex_TriangleMeshMTD( const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexTransform, PxReal inflation,
54 bool isDoubleSided, PxGeomSweepHit& hit);
55
56 bool computeConvex_HeightFieldMTD( const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexTransform, PxReal inflation, bool isDoubleSided, PxGeomSweepHit& hit);
57
58 bool computeSphere_SphereMTD(const Sphere& sphere0, const Sphere& sphere1, PxGeomSweepHit& hit);
59 bool computeSphere_CapsuleMTD(const Sphere& sphere, const Capsule& capsule, PxGeomSweepHit& hit);
60
61 bool computeCapsule_CapsuleMTD(const Capsule& capsule0, const Capsule& capsule1, PxGeomSweepHit& hit);
62
63 bool computePlane_CapsuleMTD(const PxPlane& plane, const Capsule& capsule, PxGeomSweepHit& hit);
64 bool computePlane_BoxMTD(const PxPlane& plane, const Box& box, PxGeomSweepHit& hit);
65 bool computePlane_ConvexMTD(const PxPlane& plane, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexPose, PxGeomSweepHit& hit);
66
67 // PT: wrapper just to avoid duplicating these lines.
68 PX_FORCE_INLINE void setupSweepHitForMTD(PxGeomSweepHit& sweepHit, bool hasContacts, const PxVec3& unitDir)
69 {
71 if(!hasContacts)
72 {
73 sweepHit.distance = 0.0f;
74 sweepHit.normal = -unitDir;
75 }
76 else
77 {
78 //ML: touching contact. We need to overwrite the normal to the negative of sweep direction
79 if(sweepHit.distance == 0.0f && sweepHit.normal.isZero())
80 sweepHit.normal = -unitDir;
81
82 sweepHit.flags |= PxHitFlag::ePOSITION;
83 }
84 }
85}
86
87}
88
89
90#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
@ eNORMAL
"normal" member of #PxQueryHit is valid
Definition PxGeometryHit.h:61
@ eFACE_INDEX
"face index" member of #PxQueryHit is valid
Definition PxGeometryHit.h:75
@ ePOSITION
"position" member of #PxQueryHit is valid
Definition PxGeometryHit.h:60