| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | // |
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. |
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 29 | |
| 30 | #ifndef GU_SWEEP_CAPSULE_TRIANGLE_H |
| 31 | #define GU_SWEEP_CAPSULE_TRIANGLE_H |
| 32 | |
| 33 | #include "foundation/PxVec3.h" |
| 34 | #include "CmPhysXCommon.h" |
| 35 | #include "PxQueryReport.h" |
| 36 | |
| 37 | namespace physx |
| 38 | { |
| 39 | class PxTriangle; |
| 40 | |
| 41 | namespace Gu |
| 42 | { |
| 43 | class BoxPadded; |
| 44 | class Capsule; |
| 45 | |
| 46 | /** |
| 47 | Sweeps a capsule against a set of triangles. |
| 48 | |
| 49 | \param nbTris [in] number of triangles in input array |
| 50 | \param triangles [in] array of input triangles |
| 51 | \param capsule [in] the capsule |
| 52 | \param unitDir [in] sweep's unit direcion |
| 53 | \param distance [in] sweep's length |
| 54 | \param cachedIndex [in] cached triangle index, or NULL. Cached triangle will be tested first. |
| 55 | \param hit [out] results |
| 56 | \param triNormalOut [out] triangle normal |
| 57 | \param hitFlags [in] query modifiers |
| 58 | \param isDoubleSided [in] true if input triangles are double-sided |
| 59 | \param cullBox [in] additional/optional culling box. Triangles not intersecting the box are quickly discarded. |
| 60 | \warning if using a cullbox, make sure all triangles can be safely V4Loaded (i.e. allocate 4 more bytes after last triangle) |
| 61 | \return true if an impact has been found |
| 62 | */ |
| 63 | bool sweepCapsuleTriangles_Precise( PxU32 nbTris, const PxTriangle* PX_RESTRICT triangles, // Triangle data |
| 64 | const Capsule& capsule, // Capsule data |
| 65 | const PxVec3& unitDir, const PxReal distance, // Ray data |
| 66 | const PxU32* PX_RESTRICT cachedIndex, // Cache data |
| 67 | PxSweepHit& hit, PxVec3& triNormalOut, // Results |
| 68 | PxHitFlags hitFlags, bool isDoubleSided, // Query modifiers |
| 69 | const BoxPadded* cullBox=NULL); // Cull data |
| 70 | |
| 71 | } // namespace Gu |
| 72 | |
| 73 | } |
| 74 | |
| 75 | #endif |
| 76 | |