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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) 2008-2019 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_GEOM_UTILS_INTERNAL_H #define GU_GEOM_UTILS_INTERNAL_H #include "geometry/PxCapsuleGeometry.h" #include "geometry/PxBoxGeometry.h" #include "CmPhysXCommon.h" #include "GuCapsule.h" #include "PsMathUtils.h" #include "PsUtilities.h" #define GU_EPSILON_SAME_DISTANCE 1e-3f namespace physx { namespace Gu { class Box; // PT: TODO: now that the Gu files are not exposed to users anymore, we should move back capsule-related functions // to GuCapsule.h, etc PX_PHYSX_COMMON_API const PxU8* getBoxEdges(); PX_PHYSX_COMMON_API void computeBoxPoints(const PxBounds3& bounds, PxVec3* PX_RESTRICT pts); PX_PHYSX_COMMON_API void computeBoundsAroundVertices(PxBounds3& bounds, PxU32 nbVerts, const PxVec3* PX_RESTRICT verts); void computeBoxAroundCapsule(const Capsule& capsule, Box& box); PxPlane getPlane(const PxTransform& pose); PX_FORCE_INLINE PxVec3 getCapsuleHalfHeightVector(const PxTransform& transform, const PxCapsuleGeometry& capsuleGeom) { return transform.q.getBasisVector0() * capsuleGeom.halfHeight; } PX_FORCE_INLINE void getCapsuleSegment(const PxTransform& transform, const PxCapsuleGeometry& capsuleGeom, Gu::Segment& segment) { const PxVec3 tmp = getCapsuleHalfHeightVector(transform, capsuleGeom); segment.p0 = transform.p + tmp; segment.p1 = transform.p - tmp; } PX_FORCE_INLINE void getCapsule(Gu::Capsule& capsule, const PxCapsuleGeometry& capsuleGeom, const PxTransform& pose) { getCapsuleSegment(pose, capsuleGeom, capsule); capsule.radius = capsuleGeom.radius; } void computeSweptBox(Gu::Box& box, const PxVec3& extents, const PxVec3& center, const PxMat33& rot, const PxVec3& unitDir, const PxReal distance); /** * PT: computes "alignment value" used to select the "best" triangle in case of identical impact distances (for sweeps). * This simply computes how much a triangle is aligned with a given sweep direction. * Captured in a function to make sure it is always computed correctly, i.e. working for double-sided triangles. * * \param triNormal [in] triangle's normal * \param unitDir [in] sweep direction (normalized) * \return alignment value in [-1.0f, 0.0f]. -1.0f for fully aligned, 0.0f for fully orthogonal. */ PX_FORCE_INLINE PxReal computeAlignmentValue(const PxVec3& triNormal, const PxVec3& unitDir) { // PT: initial dot product gives the angle between the two, with "best" triangles getting a +1 or -1 score // depending on their winding. We take the absolute value to ignore the impact of winding. We negate the result // to make the function compatible with the initial code, which assumed single-sided triangles and expected -1 // for best triangles. return -PxAbs(triNormal.dot(unitDir)); } /** * PT: sweeps: determines if a newly touched triangle is "better" than best one so far. * In this context "better" means either clearly smaller impact distance, or a similar impact * distance but a normal more aligned with the sweep direction. * * \param triImpactDistance [in] new triangle's impact distance * \param triAlignmentValue [in] new triangle's alignment value (as computed by computeAlignmentValue) * \param bestImpactDistance [in] current best triangle's impact distance * \param bestAlignmentValue [in] current best triangle's alignment value (as computed by computeAlignmentValue) * \param maxDistance [in] maximum distance of the query, hit cannot be longer than this maxDistance * \param distEpsilon [in] tris have "similar" impact distances if the difference is smaller than 2*distEpsilon * \return true if new triangle is better */ PX_FORCE_INLINE bool keepTriangle( float triImpactDistance, float triAlignmentValue, float bestImpactDistance, float bestAlignmentValue, float maxDistance, float distEpsilon) { // Reject triangle if further than the maxDistance if(triImpactDistance > maxDistance) return false; // PT: make it a relative epsilon to make sure it still works with large distances distEpsilon *= PxMax(1.0f, PxMax(triImpactDistance, bestImpactDistance)); // If new distance is more than epsilon closer than old distance if(triImpactDistance < bestImpactDistance - distEpsilon) return true; // If new distance is no more than epsilon farther than oldDistance and "face is more opposing than previous" if(triImpactDistance < bestImpactDistance+distEpsilon && triAlignmentValue < bestAlignmentValue) return true; // If alignment value is the same, but the new triangle is closer than the best distance if(triAlignmentValue == bestAlignmentValue && triImpactDistance < bestImpactDistance) return true; // If initial overlap happens, keep the triangle if(triImpactDistance == 0.0f) return true; return false; } #define StoreBounds(bounds, minV, maxV) \ V4StoreU(minV, &bounds.minimum.x); \ PX_ALIGN(16, PxVec4) max4; \ V4StoreA(maxV, &max4.x); \ bounds.maximum = PxVec3(max4.x, max4.y, max4.z); } // namespace Gu } #endif