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GuSweepSphereTriangle.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_SWEEP_SPHERE_TRIANGLE_H
30#define GU_SWEEP_SPHERE_TRIANGLE_H
31
32#include "GuSweepTriangleUtils.h"
33
34namespace physx
35{
36
37namespace Gu
38{
65 bool sweepSphereVSTri( const PxVec3* PX_RESTRICT triVerts, const PxVec3& triUnitNormal,// Triangle data
66 const PxVec3& sphereCenter, PxReal sphereRadius, // Sphere data
67 const PxVec3& unitDir, // Ray data
68 PxReal& impactDistance, bool& directHit, // Results
69 bool testInitialOverlap); // Query modifier
70
94 bool sweepSphereVSQuad( const PxVec3* PX_RESTRICT quadVerts, const PxVec3& quadUnitNormal, // Quad data
95 const PxVec3& sphereCenter, float sphereRadius, // Sphere data
96 const PxVec3& unitDir, // Ray data
97 float& impactDistance); // Results
98
99
100 // PT: computes proper impact data for sphere-sweep-vs-tri, after the closest tri has been found
101 PX_FORCE_INLINE bool computeSphereTriangleImpactData(PxGeomSweepHit& h, PxVec3& triNormalOut, PxU32 index, PxReal curT,
102 const PxVec3& center, const PxVec3& unitDir, const PxVec3& bestTriNormal,
103 const PxTriangle* PX_RESTRICT triangles,
104 bool isDoubleSided, bool meshBothSides)
105 {
106 if(index==PX_INVALID_U32)
107 return false; // We didn't touch any triangle
108
109 // Compute impact data only once, using best triangle
110 PxVec3 hitPos, normal;
111 computeSphereTriImpactData(hitPos, normal, center, unitDir, curT, triangles[index]);
112
113 // PT: by design, returned normal is opposed to the sweep direction.
114 if(shouldFlipNormal(normal, meshBothSides, isDoubleSided, bestTriNormal, unitDir))
115 normal = -normal;
116
117 h.position = hitPos;
118 h.normal = normal;
119 h.distance = curT;
120 h.faceIndex = index;
122 triNormalOut = bestTriNormal;
123 return true;
124 }
125
144 bool sweepSphereTriangles( PxU32 nbTris, const PxTriangle* PX_RESTRICT triangles, // Triangle data
145 const PxVec3& center, const PxReal radius, // Sphere data
146 const PxVec3& unitDir, PxReal distance, // Ray data
147 const PxU32* PX_RESTRICT cachedIndex, // Cache data
148 PxGeomSweepHit& hit, PxVec3& triNormalOut, // Results
149 bool isDoubleSided, bool meshBothSides, bool anyHit, bool testInitialOverlap); // Query modifiers
150
151} // namespace Gu
152
153}
154
155#endif
#define PX_RESTRICT
Definition PxPreprocessor.h:355
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
bool sweepSphereVSQuad(const PxVec3 *PX_RESTRICT quadVerts, const PxVec3 &quadUnitNormal, const PxVec3 &sphereCenter, float sphereRadius, const PxVec3 &unitDir, float &impactDistance)
Definition GuSweepSphereTriangle.cpp:612
bool sweepSphereVSTri(const PxVec3 *PX_RESTRICT triVerts, const PxVec3 &triUnitNormal, const PxVec3 &sphereCenter, PxReal sphereRadius, const PxVec3 &unitDir, PxReal &impactDistance, bool &directHit, bool testInitialOverlap)
Definition GuSweepSphereTriangle.cpp:203
bool sweepSphereTriangles(PxU32 nbTris, const PxTriangle *PX_RESTRICT triangles, const PxVec3 &center, const PxReal radius, const PxVec3 &unitDir, PxReal distance, const PxU32 *PX_RESTRICT cachedIndex, PxGeomSweepHit &hit, PxVec3 &triNormalOut, bool isDoubleSided, bool meshBothSides, bool anyHit, bool testInitialOverlap)
Definition GuSweepSphereTriangle.cpp:456
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
@ ePOSITION
"position" member of #PxQueryHit is valid
Definition PxGeometryHit.h:60