180 lines
4.8 KiB
C++
180 lines
4.8 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_VEC_CONVEX_H
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#define GU_VEC_CONVEX_H
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#include "foundation/PxVecMath.h"
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#define PX_SUPPORT_INLINE PX_FORCE_INLINE
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#define PX_SUPPORT_FORCE_INLINE PX_FORCE_INLINE
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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 ConvexType
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{
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enum Type
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{
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eCONVEXHULL,
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eCONVEXHULLNOSCALE,
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eSPHERE,
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eBOX,
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eCAPSULE,
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eTRIANGLE,
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eTETRAHEDRON,
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eCUSTOM
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};
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};
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class ConvexV
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{
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public:
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PX_FORCE_INLINE ConvexV(const ConvexType::Type type_) : type(type_), bMarginIsRadius(false)
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{
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margin = 0.f;
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minMargin = 0.f;
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sweepMargin = 0.f;
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center = aos::V3Zero();
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}
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PX_FORCE_INLINE ConvexV(const ConvexType::Type type_, const aos::Vec3VArg center_) : type(type_), bMarginIsRadius(false)
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{
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using namespace aos;
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center = center_;
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margin = 0.f;
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minMargin = 0.f;
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sweepMargin = 0.f;
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}
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//everytime when someone transform the object, they need to up
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PX_FORCE_INLINE void setCenter(const aos::Vec3VArg _center)
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{
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center = _center;
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}
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PX_FORCE_INLINE void setMargin(const aos::FloatVArg margin_)
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{
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aos::FStore(margin_, &margin);
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}
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PX_FORCE_INLINE void setMargin(const PxReal margin_)
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{
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margin = margin_;
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}
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PX_FORCE_INLINE void setMinMargin(const aos::FloatVArg minMargin_)
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{
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aos::FStore(minMargin_, & minMargin);
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}
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PX_FORCE_INLINE void setSweepMargin(const aos::FloatVArg sweepMargin_)
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{
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aos::FStore(sweepMargin_, &sweepMargin);
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}
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PX_FORCE_INLINE aos::Vec3V getCenter()const
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{
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return center;
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}
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PX_FORCE_INLINE aos::FloatV getMargin() const
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{
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return aos::FLoad(margin);
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}
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PX_FORCE_INLINE aos::FloatV getMinMargin() const
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{
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return aos::FLoad(minMargin);
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}
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PX_FORCE_INLINE aos::FloatV getSweepMargin() const
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{
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return aos::FLoad(sweepMargin);
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}
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PX_FORCE_INLINE ConvexType::Type getType() const
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{
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return type;
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}
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PX_FORCE_INLINE aos::BoolV isMarginEqRadius()const
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{
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return aos::BLoad(bMarginIsRadius);
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}
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PX_FORCE_INLINE bool getMarginIsRadius() const
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{
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return bMarginIsRadius;
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}
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PX_FORCE_INLINE PxReal getMarginF() const
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{
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return margin;
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}
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protected:
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~ConvexV(){}
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aos::Vec3V center;
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PxReal margin; //margin is the amount by which we shrunk the shape for a convex or box. If the shape are sphere/capsule, margin is the radius
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PxReal minMargin; //minMargin is some percentage of marginBase, which is used to determine the termination condition for gjk
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PxReal sweepMargin; //sweepMargin minMargin is some percentage of marginBase, which is used to determine the termination condition for gjkRaycast
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ConvexType::Type type;
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bool bMarginIsRadius;
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};
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PX_FORCE_INLINE aos::FloatV getContactEps(const aos::FloatV& _marginA, const aos::FloatV& _marginB)
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{
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using namespace aos;
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const FloatV ratio = FLoad(0.25f);
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const FloatV minMargin = FMin(_marginA, _marginB);
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return FMul(minMargin, ratio);
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}
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PX_FORCE_INLINE aos::FloatV getSweepContactEps(const aos::FloatV& _marginA, const aos::FloatV& _marginB)
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{
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using namespace aos;
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const FloatV ratio = FLoad(100.f);
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const FloatV minMargin = FAdd(_marginA, _marginB);
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return FMul(minMargin, ratio);
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}
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}
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}
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#endif
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