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