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physx/source/physxextensions/src/ExtConvexMeshExt.cpp
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physx/source/physxextensions/src/ExtConvexMeshExt.cpp
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//
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// 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) 2008-2021 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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#include "foundation/PxTransform.h"
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#include "geometry/PxConvexMeshGeometry.h"
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#include "geometry/PxConvexMesh.h"
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#include "extensions/PxConvexMeshExt.h"
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using namespace physx;
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static const PxReal gEpsilon = .01f;
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PxU32 physx::PxFindFaceIndex(const PxConvexMeshGeometry& convexGeom, const PxTransform& pose,
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const PxVec3& impactPos, const PxVec3& unitDir)
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{
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PX_ASSERT(unitDir.isFinite());
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PX_ASSERT(unitDir.isNormalized());
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PX_ASSERT(impactPos.isFinite());
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PX_ASSERT(pose.isFinite());
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const PxVec3 impact = impactPos - unitDir * gEpsilon;
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const PxVec3 localPoint = pose.transformInv(impact);
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const PxVec3 localDir = pose.rotateInv(unitDir);
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// Create shape to vertex scale transformation matrix
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const PxMeshScale& meshScale = convexGeom.scale;
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const PxMat33 rot(meshScale.rotation);
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PxMat33 shape2VertexSkew = rot.getTranspose();
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const PxMat33 diagonal = PxMat33::createDiagonal(PxVec3(1.0f / meshScale.scale.x, 1.0f / meshScale.scale.y, 1.0f / meshScale.scale.z));
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shape2VertexSkew = shape2VertexSkew * diagonal;
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shape2VertexSkew = shape2VertexSkew * rot;
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const PxU32 nbPolys = convexGeom.convexMesh->getNbPolygons();
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PxU32 minIndex = 0;
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PxReal minD = PX_MAX_REAL;
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for (PxU32 j = 0; j < nbPolys; j++)
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{
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PxHullPolygon hullPolygon;
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convexGeom.convexMesh->getPolygonData(j, hullPolygon);
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// transform hull plane into shape space
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PxPlane plane;
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const PxVec3 tmp = shape2VertexSkew.transformTranspose(PxVec3(hullPolygon.mPlane[0],hullPolygon.mPlane[1],hullPolygon.mPlane[2]));
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const PxReal denom = 1.0f / tmp.magnitude();
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plane.n = tmp * denom;
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plane.d = hullPolygon.mPlane[3] * denom;
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PxReal d = plane.distance(localPoint);
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if (d < 0.0f)
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continue;
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const PxReal tweak = plane.n.dot(localDir) * gEpsilon;
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d += tweak;
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if (d < minD)
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{
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minIndex = j;
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minD = d;
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}
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}
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return minIndex;
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}
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