// 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) 2008-2025 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_VEC_BOX_H #define GU_VEC_BOX_H #include "foundation/PxTransform.h" #include "common/PxPhysXCommonConfig.h" #include "geometry/PxBoxGeometry.h" #include "foundation/PxVecTransform.h" #include "GuVecConvex.h" #include "GuConvexSupportTable.h" namespace physx { PX_PHYSX_COMMON_API extern const aos::BoolV boxVertexTable[8]; namespace Gu { #define BOX_MARGIN_RATIO 0.15f #define BOX_MIN_MARGIN_RATIO 0.05f #define BOX_SWEEP_MARGIN_RATIO 0.05f #define BOX_MARGIN_CCD_RATIO 0.01f #define BOX_MIN_MARGIN_CCD_RATIO 0.005f class CapsuleV; PX_FORCE_INLINE void CalculateBoxMargin(const aos::Vec3VArg extent, PxReal& margin, PxReal& minMargin, PxReal& sweepMargin, const PxReal marginR = BOX_MARGIN_RATIO, const PxReal minMarginR = BOX_MIN_MARGIN_RATIO) { using namespace aos; PxReal minExtent; const FloatV min = V3ExtractMin(extent); FStore(min, &minExtent); margin = minExtent * marginR; minMargin = minExtent * minMarginR; sweepMargin = minExtent * BOX_SWEEP_MARGIN_RATIO; } PX_FORCE_INLINE aos::FloatV CalculateBoxTolerance(const aos::Vec3VArg extent) { using namespace aos; const FloatV r0 = FLoad(0.01f); const FloatV min = V3ExtractMin(extent);//FMin(V3GetX(extent), FMin(V3GetY(extent), V3GetZ(extent))); return FMul(min, r0); } //This method is called in the PCM contact gen for the refreshing contacts PX_FORCE_INLINE aos::FloatV CalculatePCMBoxMargin(const aos::Vec3VArg extent, const PxReal toleranceLength, const PxReal toleranceMarginRatio = BOX_MARGIN_RATIO) { using namespace aos; const FloatV min = V3ExtractMin(extent);//FMin(V3GetX(extent), FMin(V3GetY(extent), V3GetZ(extent))); const FloatV toleranceMargin = FLoad(toleranceLength * toleranceMarginRatio); return FMin(FMul(min, FLoad(BOX_MARGIN_RATIO)), toleranceMargin); } PX_FORCE_INLINE aos::FloatV CalculateMTDBoxMargin(const aos::Vec3VArg extent) { using namespace aos; const FloatV min = V3ExtractMin(extent);//FMin(V3GetX(extent), FMin(V3GetY(extent), V3GetZ(extent))); return FMul(min, FLoad(BOX_MARGIN_RATIO)); } class BoxV : public ConvexV { public: /** \brief Constructor */ PX_INLINE BoxV() : ConvexV(ConvexType::eBOX) { } PX_FORCE_INLINE BoxV(const aos::Vec3VArg origin, const aos::Vec3VArg extent) : ConvexV(ConvexType::eBOX, origin), extents(extent) { CalculateBoxMargin(extent, margin, minMargin, sweepMargin); } //this constructor is used by the CCD system PX_FORCE_INLINE BoxV(const PxGeometry& geom) : ConvexV(ConvexType::eBOX, aos::V3Zero()) { using namespace aos; const PxBoxGeometry& boxGeom = static_cast(geom); const Vec3V extent = aos::V3LoadU(boxGeom.halfExtents); extents = extent; CalculateBoxMargin(extent, margin, minMargin, sweepMargin, BOX_MARGIN_CCD_RATIO, BOX_MIN_MARGIN_CCD_RATIO); } /** \brief Destructor */ PX_INLINE ~BoxV() { } PX_FORCE_INLINE void resetMargin(const PxReal toleranceLength) { minMargin = PxMin(toleranceLength * BOX_MIN_MARGIN_RATIO, minMargin); } //! Assignment operator PX_FORCE_INLINE const BoxV& operator=(const BoxV& other) { center = other.center; extents = other.extents; margin = other.margin; minMargin = other.minMargin; sweepMargin = other.sweepMargin; return *this; } PX_FORCE_INLINE void populateVerts(const PxU8* inds, PxU32 numInds, const PxVec3* originalVerts, aos::Vec3V* verts)const { using namespace aos; for(PxU32 i=0; i