// // 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) 2008-2019 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #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; }