122 lines
4.0 KiB
C++
122 lines
4.0 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 "GuIntersectionRayCapsule.h"
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#include "foundation/PxBasicTemplates.h"
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using namespace physx;
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static bool intersectRaySphere(const PxVec3& rayOrigin, const PxVec3& rayDir, const PxVec3& sphereCenter, float radius2, float& tmin, float& tmax)
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{
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const PxVec3 CO = rayOrigin - sphereCenter;
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const float a = rayDir.dot(rayDir);
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const float b = 2.0f * CO.dot(rayDir);
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const float c = CO.dot(CO) - radius2;
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const float discriminant = b * b - 4.0f * a * c;
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if(discriminant < 0.0f)
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return false;
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const float OneOver2A = 1.0f / (2.0f * a);
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const float sqrtDet = sqrtf(discriminant);
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tmin = (-b - sqrtDet) * OneOver2A;
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tmax = (-b + sqrtDet) * OneOver2A;
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if(tmin > tmax)
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PxSwap(tmin, tmax);
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return true;
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}
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PxU32 Gu::intersectRayCapsuleInternal(const PxVec3& rayOrigin, const PxVec3& rayDir, const PxVec3& capsuleP0, const PxVec3& capsuleP1, float radius, PxReal s[2])
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{
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const float radius2 = radius * radius;
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const PxVec3 AB = capsuleP1 - capsuleP0;
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const PxVec3 AO = rayOrigin - capsuleP0;
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const float AB_dot_d = AB.dot(rayDir);
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const float AB_dot_AO = AB.dot(AO);
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const float AB_dot_AB = AB.dot(AB);
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const float OneOverABDotAB = AB_dot_AB!=0.0f ? 1.0f / AB_dot_AB : 0.0f;
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const float m = AB_dot_d * OneOverABDotAB;
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const float n = AB_dot_AO * OneOverABDotAB;
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const PxVec3 Q = rayDir - (AB * m);
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const PxVec3 R = AO - (AB * n);
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const float a = Q.dot(Q);
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const float b = 2.0f * Q.dot(R);
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const float c = R.dot(R) - radius2;
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if(a == 0.0f)
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{
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float atmin, atmax, btmin, btmax;
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if( !intersectRaySphere(rayOrigin, rayDir, capsuleP0, radius2, atmin, atmax)
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|| !intersectRaySphere(rayOrigin, rayDir, capsuleP1, radius2, btmin, btmax))
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return 0;
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s[0] = atmin < btmin ? atmin : btmin;
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return 1;
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}
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const float discriminant = b * b - 4.0f * a * c;
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if(discriminant < 0.0f)
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return 0;
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const float OneOver2A = 1.0f / (2.0f * a);
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const float sqrtDet = sqrtf(discriminant);
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float tmin = (-b - sqrtDet) * OneOver2A;
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float tmax = (-b + sqrtDet) * OneOver2A;
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if(tmin > tmax)
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PxSwap(tmin, tmax);
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const float t_k1 = tmin * m + n;
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if(t_k1 < 0.0f)
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{
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float stmin, stmax;
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if(intersectRaySphere(rayOrigin, rayDir, capsuleP0, radius2, stmin, stmax))
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s[0] = stmin;
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else
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return 0;
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}
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else if(t_k1 > 1.0f)
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{
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float stmin, stmax;
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if(intersectRaySphere(rayOrigin, rayDir, capsuleP1, radius2, stmin, stmax))
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s[0] = stmin;
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else
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return 0;
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}
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else
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s[0] = tmin;
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return 1;
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}
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