open_toontown_panda3d/panda/src/physx/physxUtilLib.h

126 lines
7.6 KiB
C++

// Filename: physxUtilLib.h
// Created by: enn0x (01Nov09)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#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 : PhysxUtilLib
// Description :
////////////////////////////////////////////////////////////////////
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 &center0, const LMatrix3f &rotation0, const LVector3f &extents1, const LPoint3f &center1, const LMatrix3f &rotation1, bool full_test);
bool tri_box_intersect(const LPoint3f &vertex0, const LPoint3f &vertex1, const LPoint3f &vertex2, const LPoint3f &center, 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 &center, 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 &center, 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 &center, 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 &center, const LVector3f &extents, const LMatrix3f &rot, LPoint3f &params);
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 &center0, const NxMat33 &rotation0, const NxVec3 &extents1, const NxVec3 &center1, 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 &center, 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)
*/