166 lines
5.6 KiB
C++
166 lines
5.6 KiB
C++
// 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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#ifndef GU_CCD_SWEEP_CONVEX_MESH_H
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#define GU_CCD_SWEEP_CONVEX_MESH_H
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#include "common/PxPhysXCommonConfig.h"
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#include "foundation/PxVecTransform.h"
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#include "CmScaling.h"
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#define GU_TRIANGLE_SWEEP_METHOD_ARGS \
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const PxGeometry& shape0, \
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const PxGeometry& shape1, \
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const PxTransform32& transform0, \
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const PxTransform32& transform1, \
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const PxTransform32& lastTm0, \
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const PxTransform32& lastTm1, \
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PxReal restDistance, \
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PxVec3& worldNormal, \
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PxVec3& worldPoint, \
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const Cm::FastVertex2ShapeScaling& meshScaling, \
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Gu::TriangleV& triangle, \
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const PxF32 toiEstimate
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#define GU_SWEEP_METHOD_ARGS \
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const Gu::CCDShape& shape0, \
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const Gu::CCDShape& shape1, \
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const PxTransform32& transform0, \
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const PxTransform32& transform1, \
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const PxTransform32& lastTm0, \
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const PxTransform32& lastTm1, \
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PxReal restDistance, \
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PxVec3& worldNormal, \
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PxVec3& worldPoint, \
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const PxF32 toiEstimate, \
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PxU32& outCCDFaceIndex, \
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const PxReal fastMovingThreshold
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#define GU_SWEEP_ESTIMATE_ARGS \
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const CCDShape& shape0, \
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const CCDShape& shape1, \
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const PxReal restDistance, \
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const PxReal fastMovingThreshold
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#define GU_SWEEP_METHOD_ARGS_UNUSED \
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const Gu::CCDShape& /*shape0*/, \
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const Gu::CCDShape& /*shape1*/, \
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const PxTransform32& /*transform0*/,\
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const PxTransform32& /*transform1*/,\
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const PxTransform32& /*lastTm0*/, \
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const PxTransform32& /*lastTm1*/, \
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PxReal /*restDistance*/, \
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PxVec3& /*worldNormal*/, \
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PxVec3& /*worldPoint*/, \
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const PxF32 /*toiEstimate*/, \
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PxU32& /*outCCDFaceIndex*/, \
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const PxReal /*fastMovingThreshold*/
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namespace physx
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{
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namespace Gu
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{
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struct CCDShape
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{
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const PxGeometry* mGeometry;
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PxReal mFastMovingThreshold; //The CCD threshold for this shape
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PxTransform mPrevTransform; //This shape's previous transform
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PxTransform mCurrentTransform; //This shape's current transform
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PxVec3 mExtents; //The extents of this shape's AABB
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PxVec3 mCenter; //The center of this shape's AABB
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PxU32 mUpdateCount; //How many times this shape has been updated in the CCD. This is correlated with the CCD body's update count.
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};
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PX_FORCE_INLINE PxF32 sweepAABBAABB(const PxVec3& centerA, const PxVec3& extentsA, const PxVec3& centerB, const PxVec3& extentsB, const PxVec3& trA, const PxVec3& trB)
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{
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//Sweep 2 AABBs against each other, return the TOI when they hit else PX_MAX_REAL if they don't hit
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const PxVec3 cAcB = centerA - centerB;
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const PxVec3 sumExtents = extentsA + extentsB;
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//Initial hit
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if(PxAbs(cAcB.x) <= sumExtents.x &&
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PxAbs(cAcB.y) <= sumExtents.y &&
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PxAbs(cAcB.z) <= sumExtents.z)
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return 0.f;
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//No initial hit - perform the sweep
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const PxVec3 relTr = trB - trA;
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PxF32 tfirst = 0.f;
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PxF32 tlast = 1.f;
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const PxVec3 aMax = centerA + extentsA;
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const PxVec3 aMin = centerA - extentsA;
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const PxVec3 bMax = centerB + extentsB;
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const PxVec3 bMin = centerB - extentsB;
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const PxF32 eps = 1e-6f;
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for(PxU32 a = 0; a < 3; ++a)
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{
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if(relTr[a] < -eps)
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{
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if(bMax[a] < aMin[a])
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return PX_MAX_REAL;
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if(aMax[a] < bMin[a])
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tfirst = PxMax((aMax[a] - bMin[a])/relTr[a], tfirst);
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if(bMax[a] > aMin[a])
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tlast = PxMin((aMin[a] - bMax[a])/relTr[a], tlast);
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}
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else if(relTr[a] > eps)
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{
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if(bMin[a] > aMax[a])
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return PX_MAX_REAL;
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if(bMax[a] < aMin[a])
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tfirst = PxMax((aMin[a] - bMax[a])/relTr[a], tfirst);
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if(aMax[a] > bMin[a])
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tlast = PxMin((aMax[a] - bMin[a])/relTr[a], tlast);
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}
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else
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{
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if(bMax[a] < aMin[a] || bMin[a] > aMax[a])
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return PX_MAX_REAL;
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}
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//No hit
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if(tfirst > tlast)
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return PX_MAX_REAL;
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}
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//There was a hit so return the TOI
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return tfirst;
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}
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PX_PHYSX_COMMON_API PxReal SweepShapeShape(GU_SWEEP_METHOD_ARGS);
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PX_PHYSX_COMMON_API PxReal SweepEstimateAnyShapeHeightfield(GU_SWEEP_ESTIMATE_ARGS);
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PX_PHYSX_COMMON_API PxReal SweepEstimateAnyShapeMesh(GU_SWEEP_ESTIMATE_ARGS);
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}
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}
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#endif
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