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XCEngine/engine/third_party/physx/source/geomutils/src/intersection/GuIntersectionRayCapsule.cpp

122 lines
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C++

// Redistribution and use in source and binary forms, with or without
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// documentation and/or other materials provided with the distribution.
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// 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;
}