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//
// 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) 2008-2021 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 "RaycastCCD.h"
#include "geometry/PxBoxGeometry.h"
#include "geometry/PxSphereGeometry.h"
#include "geometry/PxCapsuleGeometry.h"
#include "geometry/PxConvexMeshGeometry.h"
#include "geometry/PxConvexMesh.h"
#include "PxQueryReport.h"
#include "PxScene.h"
#include "PxRigidDynamic.h"
#include "extensions/PxShapeExt.h"
#include <stdio.h>
//#define RAYCAST_CCD_PRINT_DEBUG
PxVec3 getShapeCenter(PxRigidActor* actor, PxShape* shape, const PxVec3& localOffset)
{
PxVec3 offset = localOffset;
switch(shape->getGeometryType())
{
case PxGeometryType::eCONVEXMESH:
{
PxConvexMeshGeometry geometry;
bool status = shape->getConvexMeshGeometry(geometry);
PX_UNUSED(status);
PX_ASSERT(status);
PxReal mass;
PxMat33 localInertia;
PxVec3 localCenterOfMass;
geometry.convexMesh->getMassInformation(mass, localInertia, localCenterOfMass);
offset += localCenterOfMass;
}
break;
default:
break;
}
const PxTransform pose = PxShapeExt::getGlobalPose(*shape, *actor);
return pose.transform(offset);
}
static PxReal computeInternalRadius(PxRigidActor* actor, PxShape* shape, const PxVec3& dir, /*PxVec3& offset,*/ const PxVec3& centerOffset)
{
const PxBounds3 bounds = PxShapeExt::getWorldBounds(*shape, *actor);
const PxReal diagonal = (bounds.maximum - bounds.minimum).magnitude();
const PxReal offsetFromOrigin = diagonal * 2.0f;
PxTransform pose = PxShapeExt::getGlobalPose(*shape, *actor);
PxReal internalRadius = 0.0f;
const PxReal length = offsetFromOrigin*2.0f;
// PT: we do a switch here anyway since the code is not *exactly* the same all the time
{
switch(shape->getGeometryType())
{
case PxGeometryType::eBOX:
case PxGeometryType::eCAPSULE:
{
pose.p = PxVec3(0);
const PxVec3 virtualOrigin = pose.p + dir * offsetFromOrigin;
PxRaycastHit hit;
const PxHitFlags sceneQueryFlags = PxHitFlag::ePOSITION|PxHitFlag::eNORMAL;
PxU32 nbHits = PxGeometryQuery::raycast(virtualOrigin, -dir, shape->getGeometry().any(), pose, length, sceneQueryFlags, 1, &hit);
PX_UNUSED(nbHits);
PX_ASSERT(nbHits);
internalRadius = offsetFromOrigin - hit.distance;
// offset = PxVec3(0.0f);
}
break;
case PxGeometryType::eSPHERE:
{
PxSphereGeometry geometry;
bool status = shape->getSphereGeometry(geometry);
PX_UNUSED(status);
PX_ASSERT(status);
internalRadius = geometry.radius;
// offset = PxVec3(0.0f);
}
break;
case PxGeometryType::eCONVEXMESH:
{
/*PxVec3 saved = pose.p;
pose.p = PxVec3(0);
// pose.p = geometry.convexMesh->getCenterOfMass();
// const PxVec3 virtualOrigin = pose.p + dir * offsetFromOrigin;
// const PxVec3 localCenter = computeCenter(geometry.convexMesh);
// const PxVec3 localCenter = geometry.convexMesh->getCenterOfMass();
// const PxVec3 virtualOrigin = pose.rotate(localCenter) + dir * offsetFromOrigin;
const PxVec3 localCenter = pose.rotate(geometry.convexMesh->getCenterOfMass());
const PxVec3 virtualOrigin = localCenter + dir * offsetFromOrigin;
PxRaycastHit hit;
PxU32 nbHits = Gu::raycast_convexMesh(geometry, pose, virtualOrigin, -dir, length, 0xffffffff, 1, &hit);
PX_ASSERT(nbHits);
internalRadius = offsetFromOrigin - hit.distance;
pose.p = localCenter;
PxVec3 shapeCenter = getShapeCenter(shape);
offset = shapeCenter - saved;*/
PxVec3 shapeCenter = getShapeCenter(actor, shape, centerOffset);
shapeCenter -= pose.p;
pose.p = PxVec3(0);
const PxVec3 virtualOrigin = shapeCenter + dir * offsetFromOrigin;
PxRaycastHit hit;
const PxHitFlags sceneQueryFlags = PxHitFlag::ePOSITION|PxHitFlag::eNORMAL;
PxU32 nbHits = PxGeometryQuery::raycast(virtualOrigin, -dir, shape->getGeometry().any(), pose, length, sceneQueryFlags, 1, &hit);
PX_UNUSED(nbHits);
PX_ASSERT(nbHits);
internalRadius = offsetFromOrigin - hit.distance;
// offset = shapeCenter;
}
break;
default:
break;
}
}
return internalRadius;
}
static bool CCDRaycast(PxScene* scene, const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, PxRaycastHit& hit)
{
const PxHitFlags outputFlags = PxHitFlag::ePOSITION|PxHitFlag::eNORMAL;
PxQueryFilterData filterData;
filterData.flags = PxQueryFlag::eSTATIC;
PxQueryFilterCallback* filterCall = NULL;
PxRaycastBuffer buf1;
scene->raycast(origin, unitDir, distance, buf1, outputFlags, filterData, filterCall, NULL);
hit = buf1.block;
return buf1.hasBlock;
}
static PxRigidDynamic* canDoCCD(PxRigidActor& actor, PxShape* shape)
{
PxRigidDynamic* dyna = actor.is<PxRigidDynamic>();
if(!dyna)
return NULL; // PT: no need to do it for statics
const PxU32 nbShapes = dyna->getNbShapes();
if(nbShapes!=1)
return NULL; // PT: only works with simple actors for now
if(dyna->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC)
return NULL; // PT: no need to do it for kinematics
return dyna;
}
bool doRaycastCCD(PxRigidActor* actor, PxShape* shape, PxTransform& newPose, PxVec3& newShapeCenter, const PxVec3& ccdWitness, const PxVec3& ccdWitnessOffset)
{
PxRigidDynamic* dyna = canDoCCD(*actor, shape);
if(!dyna)
return true;
bool updateCCDWitness = true;
const PxVec3 offset = newPose.p - newShapeCenter;
const PxVec3& origin = ccdWitness;
const PxVec3& dest = newShapeCenter;
PxVec3 dir = dest - origin;
const PxReal length = dir.magnitude();
if(length!=0.0f)
{
dir /= length;
// Compute internal radius
const PxReal internalRadius = computeInternalRadius(actor, shape, dir, ccdWitnessOffset);
// Compute distance to impact
PxRaycastHit hit;
if(internalRadius!=0.0f && CCDRaycast(actor->getScene(), origin, dir, length, hit))
{
#ifdef RAYCAST_CCD_PRINT_DEBUG
static int count=0;
shdfnd::printFormatted("CCD hit %d\n", count++);
#endif
updateCCDWitness = false;
const PxReal radiusLimit = internalRadius * 0.75f;
if(hit.distance>radiusLimit)
{
newShapeCenter = origin + dir * (hit.distance - radiusLimit);
#ifdef RAYCAST_CCD_PRINT_DEBUG
shdfnd::printFormatted(" Path0: %f | %f\n", hit.distance, radiusLimit);
#endif
}
else
{
newShapeCenter = origin;
#ifdef RAYCAST_CCD_PRINT_DEBUG
shdfnd::printFormatted(" Path1: %f\n", hit.distance);
#endif
}
{
newPose.p = offset + newShapeCenter;
const PxTransform shapeLocalPose = shape->getLocalPose();
const PxTransform inverseShapeLocalPose = shapeLocalPose.getInverse();
PxTransform newGlobalPose = newPose * inverseShapeLocalPose;
dyna->setGlobalPose(newGlobalPose);
}
}
}
return updateCCDWitness;
}