/** * PANDA 3D SOFTWARE * Copyright (c) Carnegie Mellon University. All rights reserved. * * All use of this software is subject to the terms of the revised BSD * license. You should have received a copy of this license along * with this source code in a file named "LICENSE." * * @file physxUtilLib.h * @author enn0x * @date 2009-11-01 */ #ifndef PHYSXUTILLIB_H #define PHYSXUTILLIB_H #include "pandabase.h" #include "luse.h" #include "config_physx.h" class PhysxBounds3; class PhysxBox; class PhysxCapsule; class PhysxPlane; class PhysxRay; class PhysxSegment; class PhysxSphere; /** * */ class EXPCL_PANDAPHYSX PhysxUtilLib { PUBLISHED: INLINE PhysxUtilLib(); INLINE ~PhysxUtilLib(); bool box_contains_point(const PhysxBox &box, const LPoint3f &p); PhysxBox create_box(const PhysxBounds3 &aabb, const LMatrix4f &mat); LVector3f compute_box_world_edge_normal(const PhysxBox &box, unsigned int edge_index); PhysxCapsule compute_capsule_around_box(const PhysxBox &box); bool is_box_a_inside_box_b(const PhysxBox &a, const PhysxBox &b); PhysxBox compute_box_around_capsule(const PhysxCapsule &capsule); void set_fpu_exceptions(bool b); void set_fpu_precision24(); void set_fpu_precision53(); void set_fpu_precision64(); void set_fpu_rounding_chop(); void set_fpu_rounding_down(); void set_fpu_rounding_near(); void set_fpu_rounding_up(); int int_ceil(const float &f); int int_chop(const float &f); int int_floor(const float &f); float compute_distance_squared(const PhysxRay &ray, const LPoint3f &point); float compute_square_distance(const PhysxSegment &seg, const LPoint3f &point); PhysxSphere merge_spheres(const PhysxSphere &sphere0, const PhysxSphere &sphere1); void normal_to_tangents(const LVector3f &n, LVector3f &t1, LVector3f &t2); LMatrix3f find_rotation_matrix(const LVector3f &x, const LVector3f &b); float compute_sphere_mass(float radius, float density); float compute_sphere_density(float radius, float mass); float compute_box_mass(const LVector3f &extents, float density); float compute_box_density(const LVector3f &extents, float mass); float compute_ellipsoid_mass(const LVector3f &extents, float density); float compute_ellipsoid_density(const LVector3f &extents, float mass); float compute_cylinder_mass(float radius, float length, float density); float compute_cylinder_density(float radius, float length, float mass); float compute_cone_mass(float radius, float length, float density); float compute_cone_density(float radius, float length, float mass); LVector3f compute_box_inertia_tensor(float mass, float xlength, float ylength, float zlength); LVector3f compute_sphere_inertia_tensor(float mass, float radius, bool hollow); bool box_box_intersect(const LVector3f &extents0, const LPoint3f ¢er0, const LMatrix3f &rotation0, const LVector3f &extents1, const LPoint3f ¢er1, const LMatrix3f &rotation1, bool full_test); bool tri_box_intersect(const LPoint3f &vertex0, const LPoint3f &vertex1, const LPoint3f &vertex2, const LPoint3f ¢er, const LVector3f &extents); bool ray_plane_intersect(const PhysxRay &ray, const PhysxPlane &plane, LPoint3f &point_on_plane); bool ray_sphere_intersect(const LPoint3f &origin, const LVector3f &dir, float length, const LPoint3f ¢er, float radius, LPoint3f &hit_pos); bool segment_box_intersect(const LPoint3f &p1, const LPoint3f &p2, const LPoint3f &bbox_min, const LPoint3f &bbox_max, LPoint3f &intercept); bool ray_aabb_intersect(const LPoint3f &min, const LPoint3f &max, const LPoint3f &origin, const LVector3f &dir, LPoint3f &coord); bool segment_obb_intersect(const LPoint3f &p0, const LPoint3f &p1, const LPoint3f ¢er, const LVector3f &extents, const LMatrix3f &rot); bool segment_aabb_intersect(const LPoint3f &p0, const LPoint3f &p1, const LPoint3f &min, const LPoint3f &max); bool ray_obb_intersect(const PhysxRay &ray, const LPoint3f ¢er, const LVector3f &extents, const LMatrix3f &rot); unsigned int ray_capsule_intersect(const LPoint3f &origin, const LVector3f &dir, const PhysxCapsule &capsule); bool swept_spheres_intersect(const PhysxSphere &sphere0, const LVector3f &velocity0, const PhysxSphere &sphere1, const LVector3f &velocity1); bool ray_tri_intersect(const LPoint3f &orig, const LVector3f &dir, const LPoint3f &vert0, const LPoint3f &vert1, const LPoint3f &vert2, LVector3f &hit, bool cull); bool sweep_box_capsule(const PhysxBox &box, const PhysxCapsule &lss, const LVector3f &dir, float length, LVector3f &normal); bool sweep_box_sphere(const PhysxBox &box, const PhysxSphere &sphere, const LVector3f &dir, float length, LVector3f &normal); bool sweep_capsule_capsule(const PhysxCapsule &lss0, const PhysxCapsule &lss1, const LVector3f &dir, float length, LPoint3f &ip, LVector3f &normal); bool sweep_sphere_capsule(const PhysxSphere &sphere, const PhysxCapsule &lss, const LVector3f &dir, float length, LPoint3f &ip, LVector3f &normal); bool sweep_box_box(const PhysxBox &box0, const PhysxBox &box1, const LVector3f &dir, float length, LPoint3f &ip, LVector3f &normal); float point_obb_sqr_dist(const LPoint3f &point, const LPoint3f ¢er, const LVector3f &extents, const LMatrix3f &rot, LPoint3f ¶ms); public: NxUtilLib *_ptr; }; #include "physxUtilLib.I" #endif // PHYSUTILLIB_H /* NOT WRAPPED: bool NxComputeBoxPlanes(const NxBox &box, NxPlane *planes) bool NxComputeBoxPoints(const NxBox &box, NxVec3 *pts) bool NxComputeBoxVertexNormals(const NxBox &box, NxVec3 *pts) const NxU32 *NxGetBoxEdges() const NxI32 *NxGetBoxEdgesAxes() const NxU32 *NxGetBoxTriangles() const NxVec3 *NxGetBoxLocalEdgeNormals() const NxU32 *NxGetBoxQuads() const NxU32 *NxBoxVertexToQuad(NxU32 vertexIndex) NxBSphereMethod NxComputeSphere(NxSphere &sphere, unsigned nb_verts, const NxVec3 *verts) bool NxFastComputeSphere(NxSphere &sphere, unsigned nb_verts, const NxVec3 *verts) bool NxDiagonalizeInertiaTensor(const NxMat33 &denseInertia, NxVec3 &diagonalInertia, NxMat33 &rotation) void NxComputeBounds(NxVec3 &min, NxVec3 &max, NxU32 nbVerts, const NxVec3 *verts) NxU32 NxCrc32(const void *buffer, NxU32 nbBytes) NxSepAxis NxSeparatingAxis(const NxVec3 &extents0, const NxVec3 ¢er0, const NxMat33 &rotation0, const NxVec3 &extents1, const NxVec3 ¢er1, const NxMat33 &rotation1, bool fullTest=true) void NxSegmentPlaneIntersect(const NxVec3 &v1, const NxVec3 &v2, const NxPlane &plane, NxReal &dist, NxVec3 &pointOnPlane) NxU32 NxRayAABBIntersect2(const NxVec3 &min, const NxVec3 &max, const NxVec3 &origin, const NxVec3 &dir, NxVec3 &coord, NxReal &t) bool NxBuildSmoothNormals(NxU32 nbTris, NxU32 nbVerts, const NxVec3 *verts, const NxU32 *dFaces, const NxU16 *wFaces, NxVec3 *normals, bool flip=false) bool NxSweepBoxTriangles(NxU32 nb_tris, const NxTriangle *triangles, const NxTriangle *edge_triangles, const NxU32 *edge_flags, const NxBounds3 &box, const NxVec3 &dir, float length, NxVec3 &hit, NxVec3 &normal, float &d, NxU32 &index, NxU32 *cachedIndex=NULL) bool NxSweepCapsuleTriangles(NxU32 up_direction, NxU32 nb_tris, const NxTriangle *triangles, const NxU32 *edge_flags, const NxVec3 ¢er, const float radius, const float height, const NxVec3 &dir, float length, NxVec3 &hit, NxVec3 &normal, float &d, NxU32 &index, NxU32 *cachedIndex=NULL) float NxSegmentOBBSqrDist(const NxSegment &segment, const NxVec3 &c0, const NxVec3 &e0, const NxMat33 &r0, float *t, NxVec3 *p) */