// 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. #include "common/PxPhysXCommonConfig.h" #include "geometry/PxConvexCoreGeometry.h" #include "geometry/PxBoxGeometry.h" #include "GuConvexSupport.h" using namespace physx; using namespace Gu; PX_CUDA_CALLABLE // generates contacts between a plane and a convex PxU32 physx::Gu::generateContacts(const PxPlane& plane0, const ConvexShape& convex1, const PxReal contactDist, PxVec3& normal, PxVec3 points[MAX_CONVEX_CONTACTS], PxReal dists[MAX_CONVEX_CONTACTS]) { normal = -plane0.n; const PxVec3 point1 = convex1.support(normal); const PxReal dist = plane0.distance(point1); PxU32 numContacts = 0; if (dist < contactDist) { PxVec3 faceNormal, facePoints[Gu::ConvexCore::MAX_FACE_POINTS]; const PxU32 numPoints = convex1.contactFace(normal, point1, faceNormal, facePoints); if (numPoints == 0) { const PxVec3 point = point1 + normal * dist * 0.5f; points[numContacts] = point; dists[numContacts] = dist; ++numContacts; } for (PxU32 i = 0; i < numPoints; ++i) { const PxVec3 p1 = facePoints[i]; const PxReal d = plane0.distance(p1); points[numContacts] = p1 + normal * d * 0.5f; dists[numContacts] = d; ++numContacts; } } return numContacts; }