61 lines
2.7 KiB
C++
61 lines
2.7 KiB
C++
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "GuIntersectionCapsuleTriangle.h"
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#include "GuDistancePointSegment.h"
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using namespace physx;
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using namespace Gu;
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bool Gu::intersectCapsuleTriangle(const PxVec3& N, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const Gu::Capsule& capsule, const CapsuleTriangleOverlapData& params)
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{
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PX_ASSERT(capsule.p0!=capsule.p1);
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{
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const PxReal d2 = distancePointSegmentSquaredInternal(capsule.p0, params.mCapsuleDir, p0);
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if(d2<=capsule.radius*capsule.radius)
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return true;
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}
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// const PxVec3 N = (p0 - p1).cross(p0 - p2);
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if(!testAxis(p0, p1, p2, capsule, N))
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return false;
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if(!testAxis(p0, p1, p2, capsule, computeEdgeAxis(p0, p1 - p0, capsule.p0, params.mCapsuleDir, params.mBDotB, params.mOneOverBDotB)))
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return false;
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if(!testAxis(p0, p1, p2, capsule, computeEdgeAxis(p1, p2 - p1, capsule.p0, params.mCapsuleDir, params.mBDotB, params.mOneOverBDotB)))
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return false;
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if(!testAxis(p0, p1, p2, capsule, computeEdgeAxis(p2, p0 - p2, capsule.p0, params.mCapsuleDir, params.mBDotB, params.mOneOverBDotB)))
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return false;
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return true;
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}
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