コード例 #1
0
/** Helper to transform a normal when non-uniform scale is present. */
static PxVec3 TransformNormalToShapeSpace(const PxMeshScale& meshScale, const PxVec3& nIn)
{
	// Uniform scale makes this unnecessary
	if (meshScale.scale.x == meshScale.scale.y &&
		meshScale.scale.x == meshScale.scale.z)
	{
		return nIn;
	}
	
	if (PxQuatIsIdentity(meshScale.rotation))
	{
		// Inverse transpose: inverse is 1/scale, transpose = original when rotation is identity.
		const PxVec3 tmp = PxVec3(nIn.x / meshScale.scale.x, nIn.y / meshScale.scale.y, nIn.z / meshScale.scale.z);
		const PxReal denom = 1.0f / tmp.magnitude();
		return tmp * denom;
	}
	else
	{
		const PxMat33 rot(meshScale.rotation);
		const PxMat33 diagonal = PxMat33::createDiagonal(meshScale.scale);
		const PxMat33 vertex2Shape = (rot.getTranspose() * diagonal) * rot;

		const PxMat33 shape2Vertex = vertex2Shape.getInverse();
		const PxVec3 tmp = shape2Vertex.transformTranspose(nIn);
		const PxReal denom = 1.0f / tmp.magnitude();
		return tmp * denom;
	}
}
コード例 #2
0
PxU32 physx::PxFindFaceIndex(const PxConvexMeshGeometry& convexGeom, const PxTransform& pose, 
	const PxVec3& impactPos, const PxVec3& unitDir)
{
	PX_ASSERT(unitDir.isFinite());
	PX_ASSERT(unitDir.isNormalized());
	PX_ASSERT(impactPos.isFinite());
	PX_ASSERT(pose.isFinite());

	const PxVec3 impact = impactPos - unitDir * gEpsilon;

	const PxVec3 localPoint = pose.transformInv(impact);
	const PxVec3 localDir = pose.rotateInv(unitDir);

	// Create shape to vertex scale transformation matrix
	const PxMeshScale& meshScale = convexGeom.scale;
	const PxMat33 rot(meshScale.rotation);
	PxMat33 shape2VertexSkew = rot.getTranspose();
	const PxMat33 diagonal = PxMat33::createDiagonal(PxVec3(1.0f / meshScale.scale.x, 1.0f / meshScale.scale.y, 1.0f / meshScale.scale.z));
	shape2VertexSkew = shape2VertexSkew * diagonal;
	shape2VertexSkew = shape2VertexSkew * rot;

	const PxU32 nbPolys = convexGeom.convexMesh->getNbPolygons();
	PxU32 minIndex = 0;
	PxReal minD = PX_MAX_REAL;
	for (PxU32 j = 0; j < nbPolys; j++)
	{
		PxHullPolygon hullPolygon;
		convexGeom.convexMesh->getPolygonData(j, hullPolygon);
		
		// transform hull plane into shape space
		PxPlane plane;
		const PxVec3 tmp = shape2VertexSkew.transformTranspose(PxVec3(hullPolygon.mPlane[0],hullPolygon.mPlane[1],hullPolygon.mPlane[2]));
		const PxReal denom = 1.0f / tmp.magnitude();
		plane.n = tmp * denom;
		plane.d = hullPolygon.mPlane[3] * denom;

		PxReal d = plane.distance(localPoint);
		if (d < 0.0f)
			continue;

		const PxReal tweak = plane.n.dot(localDir) * gEpsilon;
		d += tweak;

		if (d < minD)
		{
			minIndex = j;
			minD = d;
		}
	}
	return minIndex;
}