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All rights reserved. #ifndef NVBLASTEXTAUTHORINGVSA_H #define NVBLASTEXTAUTHORINGVSA_H namespace Nv { namespace Blast { /* This code copied from APEX GSA */ namespace VSA { typedef float real; struct VS3D_Halfspace_Set { virtual real farthest_halfspace(real plane[4], const real point[4]) = 0; }; // Simple types and operations for internal calculations struct Vec3 { real x, y, z; }; // 3-vector inline Vec3 vec3(real x, real y, real z) { Vec3 r; r.x = x; r.y = y; r.z = z; return r; } // vector builder inline Vec3 operator + (const Vec3& a, const Vec3& b) { return vec3(a.x + b.x, a.y + b.y, a.z + b.z); } // vector addition inline Vec3 operator * (real s, const Vec3& v) { return vec3(s*v.x, s*v.y, s*v.z); } // scalar multiplication inline real operator | (const Vec3& a, const Vec3& b) { return a.x*b.x + a.y*b.y + a.z*b.z; } // dot product inline Vec3 operator ^ (const Vec3& a, const Vec3& b) { return vec3(a.y*b.z - b.y*a.z, a.z*b.x - b.z*a.x, a.x*b.y - b.x*a.y); } // cross product struct Vec4 { Vec3 v; real w; }; // 4-vector split into 3-vector and scalar parts inline Vec4 vec4(const Vec3& v, real w) { Vec4 r; r.v = v; r.w = w; return r; } // vector builder inline real operator | (const Vec4& a, const Vec4& b) { return (a.v | b.v) + a.w*b.w; } // dot product // More accurate perpendicular inline Vec3 perp(const Vec3& a, const Vec3& b) { Vec3 c = a^b; // Cross-product gives perpendicular #if VS3D_HIGH_ACCURACY || REAL_DOUBLE const real c2 = c | c; if (c2 != 0) c = c + (1 / c2)*((a | c)*(c^b) + (b | c)*(a^c)); // Improvement to (a b)^T(c) = (0) #endif return c; } // Square inline real sq(real x) { return x*x; } // Returns index of the extremal element in a three-element set {e0, e1, e2} based upon comparisons c_ij. The extremal index m is such that c_mn is true, or e_m == e_n, for all n. inline int ext_index(int c_10, int c_21, int c_20) { return c_10 << c_21 | (c_21&c_20) << 1; } // Returns index (0, 1, or 2) of minimum argument inline int index_of_min(real x0, real x1, real x2) { return ext_index((int)(x1 < x0), (int)(x2 < x1), (int)(x2 < x0)); } // Compare fractions with positive deominators. Returns a_num*sqrt(a_rden2) > b_num*sqrt(b_rden2) inline bool frac_gt(real a_num, real a_rden2, real b_num, real b_rden2) { const bool a_num_neg = a_num < 0; const bool b_num_neg = b_num < 0; return a_num_neg != b_num_neg ? b_num_neg : ((a_num*a_num*a_rden2 > b_num*b_num*b_rden2) != a_num_neg); } // Returns index (0, 1, or 2) of maximum fraction with positive deominators inline int index_of_max_frac(real x0_num, real x0_rden2, real x1_num, real x1_rden2, real x2_num, real x2_rden2) { return ext_index((int)frac_gt(x1_num, x1_rden2, x0_num, x0_rden2), (int)frac_gt(x2_num, x2_rden2, x1_num, x1_rden2), (int)frac_gt(x2_num, x2_rden2, x0_num, x0_rden2)); } // Compare values given their signs and squares. Returns a > b. a2 and b2 may have any constant offset applied to them. inline bool sgn_sq_gt(real sgn_a, real a2, real sgn_b, real b2) { return sgn_a*sgn_b < 0 ? (sgn_b < 0) : ((a2 > b2) != (sgn_a < 0)); } // Returns index (0, 1, or 2) of maximum value given their signs and squares. sq_x0, sq_x1, and sq_x2 may have any constant offset applied to them. inline int index_of_max_sgn_sq(real sgn_x0, real sq_x0, real sgn_x1, real sq_x1, real sgn_x2, real sq_x2) { return ext_index((int)sgn_sq_gt(sgn_x1, sq_x1, sgn_x0, sq_x0), (int)sgn_sq_gt(sgn_x2, sq_x2, sgn_x1, sq_x1), (int)sgn_sq_gt(sgn_x2, sq_x2, sgn_x0, sq_x0)); } // Project 2D (homogeneous) vector onto 2D half-space boundary inline void project2D(Vec3& r, const Vec3& plane, real delta, real recip_n2, real eps2) { r = r + (-delta*recip_n2)*vec3(plane.x, plane.y, 0); r = r + (-(r | plane)*recip_n2)*vec3(plane.x, plane.y, 0); // Second projection for increased accuracy if ((r | r) > eps2) return; r = (-plane.z*recip_n2)*vec3(plane.x, plane.y, 0); r.z = 1; } // Update function for vs3d_test static bool vs3d_update(Vec4& p, Vec4 S[4], int& plane_count, const Vec4& q, real eps2) { // h plane is the last plane const Vec4& h = S[plane_count - 1]; // Handle plane_count == 1 specially (optimization; this could be commented out) if (plane_count == 1) { // Solution is objective projected onto h plane p = q; p.v = p.v + -(p | h)*h.v; if ((p | p) <= eps2) p = vec4(-h.w*h.v, 1); // If p == 0 then q is a direction vector, any point in h is a support point return true; } // Create basis in the h plane const int min_i = index_of_min(h.v.x*h.v.x, h.v.y*h.v.y, h.v.z*h.v.z); const Vec3 y = h.v^vec3((real)(min_i == 0), (real)(min_i == 1), (real)(min_i == 2)); const Vec3 x = y^h.v; // Use reduced vector r instead of p Vec3 r = { x | q.v, y | q.v, q.w*(y | y) }; // (x|x) = (y|y) = square of plane basis scale // If r == 0 (within epsilon), then it is a direction vector, and we have a bounded solution if ((r | r) <= eps2) r.z = 1; // Create plane equations in the h plane. These will not be normalized in general. int N = 0; // Plane count in h subspace Vec3 R[3]; // Planes in h subspace real recip_n2[3]; // Plane normal vector reciprocal lengths squared real delta[3]; // Signed distance of objective to the planes int index[3]; // Keep track of original plane indices for (int i = 0; i < plane_count - 1; ++i) { const Vec3& vi = S[i].v; const real cos_theta = h.v | vi; R[N] = vec3(x | vi, y | vi, S[i].w - h.w*cos_theta); index[N] = i; const real n2 = R[N].x*R[N].x + R[N].y*R[N].y; if (n2 >= eps2) { const real lin_norm = (real)1.5 - (real)0.5*n2; // 1st-order approximation to 1/sqrt(n2) expanded about n2 = 1 R[N] = lin_norm*R[N]; // We don't need normalized plane equations, but rescaling (even with an approximate normalization) gives better numerical behavior recip_n2[N] = 1 / (R[N].x*R[N].x + R[N].y*R[N].y); delta[N] = r | R[N]; ++N; // Keep this plane } else if (cos_theta < 0) return false; // Parallel cases are redundant and rejected, anti-parallel cases are 1D voids } // Now work with the N-sized R array of half-spaces in the h plane switch (N) { case 1: one_plane : if (delta[0] < 0) N = 0; // S[0] is redundant, eliminate it else project2D(r, R[0], delta[0], recip_n2[0], eps2); break; case 2: two_planes : if (delta[0] < 0 && delta[1] < 0) N = 0; // S[0] and S[1] are redundant, eliminate them else { const int max_d_index = (int)frac_gt(delta[1], recip_n2[1], delta[0], recip_n2[0]); project2D(r, R[max_d_index], delta[max_d_index], recip_n2[max_d_index], eps2); const int min_d_index = max_d_index ^ 1; const real new_delta_min = r | R[min_d_index]; if (new_delta_min < 0) { index[0] = index[max_d_index]; N = 1; // S[min_d_index] is redundant, eliminate it } else { // Set r to the intersection of R[0] and R[1] and keep both r = perp(R[0], R[1]); if (r.z*r.z*recip_n2[0] * recip_n2[1] < eps2) { if (R[0].x*R[1].x + R[0].y*R[1].y < 0) return false; // 2D void found goto one_plane; } r = (1 / r.z)*r; // We could just as well multiply r by sgn(r.z); we just need to ensure r.z > 0 } } break; case 3: if (delta[0] < 0 && delta[1] < 0 && delta[2] < 0) N = 0; // S[0], S[1], and S[2] are redundant, eliminate them else { const Vec3 row_x = { R[0].x, R[1].x, R[2].x }; const Vec3 row_y = { R[0].y, R[1].y, R[2].y }; const Vec3 row_w = { R[0].z, R[1].z, R[2].z }; const Vec3 cof_w = perp(row_x, row_y); const bool detR_pos = (row_w | cof_w) > 0; const int nrw_sgn0 = cof_w.x*cof_w.x*recip_n2[1] * recip_n2[2] < eps2 ? 0 : (((int)((cof_w.x > 0) == detR_pos) << 1) - 1); const int nrw_sgn1 = cof_w.y*cof_w.y*recip_n2[2] * recip_n2[0] < eps2 ? 0 : (((int)((cof_w.y > 0) == detR_pos) << 1) - 1); const int nrw_sgn2 = cof_w.z*cof_w.z*recip_n2[0] * recip_n2[1] < eps2 ? 0 : (((int)((cof_w.z > 0) == detR_pos) << 1) - 1); if ((nrw_sgn0 | nrw_sgn1 | nrw_sgn2) >= 0) return false; // 3D void found const int positive_width_count = ((nrw_sgn0 >> 1) & 1) + ((nrw_sgn1 >> 1) & 1) + ((nrw_sgn2 >> 1) & 1); if (positive_width_count == 1) { // A single positive width results from a redundant plane. Eliminate it and peform N = 2 calculation. const int pos_width_index = ((nrw_sgn1 >> 1) & 1) | (nrw_sgn2 & 2); // Calculates which index corresponds to the positive-width side R[pos_width_index] = R[2]; recip_n2[pos_width_index] = recip_n2[2]; delta[pos_width_index] = delta[2]; index[pos_width_index] = index[2]; N = 2; goto two_planes; } // Find the max dot product of r and R[i]/|R_normal[i]|. For numerical accuracy when the angle between r and the i^{th} plane normal is small, we take some care below: const int max_d_index = r.z != 0 ? index_of_max_frac(delta[0], recip_n2[0], delta[1], recip_n2[1], delta[2], recip_n2[2]) // displacement term resolves small-angle ambiguity, just use dot product : index_of_max_sgn_sq(delta[0], -sq(r.x*R[0].y - r.y*R[0].x)*recip_n2[0], delta[1], -sq(r.x*R[1].y - r.y*R[1].x)*recip_n2[1], delta[2], -sq(r.x*R[2].y - r.y*R[2].x)*recip_n2[2]); // No displacement term. Use wedge product to find the sine of the angle. // Project r onto max-d plane project2D(r, R[max_d_index], delta[max_d_index], recip_n2[max_d_index], eps2); N = 1; // Unless we use a vertex in the loop below const int index_max = index[max_d_index]; // The number of finite widths should be >= 2. If not, it should be 0, but in any case it implies three parallel lines in the plane, which we should not have here. // If we do have three parallel lines (# of finite widths < 2), we've picked the line corresponding to the half-plane farthest from r, which is correct. const int finite_width_count = (nrw_sgn0 & 1) + (nrw_sgn1 & 1) + (nrw_sgn2 & 1); if (finite_width_count >= 2) { const int i_remaining[2] = { (1 << max_d_index) & 3, (3 >> max_d_index) ^ 1 }; // = {(max_d_index+1)%3, (max_d_index+2)%3} const int i_select = (int)frac_gt(delta[i_remaining[1]], recip_n2[i_remaining[1]], delta[i_remaining[0]], recip_n2[i_remaining[0]]); // Select the greater of the remaining dot products for (int i = 0; i < 2; ++i) { const int j = i_remaining[i_select^i]; // i = 0 => the next-greatest, i = 1 => the least if ((r | R[j]) >= 0) { r = perp(R[max_d_index], R[j]); r = (1 / r.z)*r; // We could just as well multiply r by sgn(r.z); we just need to ensure r.z > 0 index[1] = index[j]; N = 2; break; } } } index[0] = index_max; } break; } // Transform r back to 3D space p = vec4(r.x*x + r.y*y + (-r.z*h.w)*h.v, r.z); // Pack S array with kept planes if (N < 2 || index[1] != 0) { for (int i = 0; i < N; ++i) S[i] = S[index[i]]; } // Safe to copy columns in order else { const Vec4 temp = S[0]; S[0] = S[index[0]]; S[1] = temp; } // Otherwise use temp storage to avoid overwrite S[N] = h; plane_count = N + 1; return true; } // Performs the VS algorithm for D = 3 inline int vs3d_test(VS3D_Halfspace_Set& halfspace_set, real* q = nullptr) { // Objective = q if it is not NULL, otherwise it is the origin represented in homogeneous coordinates const Vec4 objective = q ? (q[3] != 0 ? vec4((1 / q[3])*vec3(q[0], q[1], q[2]), 1) : *(Vec4*)q) : vec4(vec3(0, 0, 0), 1); // Tolerance for 3D void simplex algorithm const real eps_f = (real)1 / (sizeof(real) == 4 ? (1L << 23) : (1LL << 52)); // Floating-point epsilon #if VS3D_HIGH_ACCURACY || REAL_DOUBLE const real eps = 8 * eps_f; #else const real eps = 80 * eps_f; #endif const real eps2 = eps*eps; // Using epsilon squared // Maximum allowed iterations of main loop. If exceeded, error code is returned const int max_iteration_count = 50; // State Vec4 S[4]; // Up to 4 planes int plane_count = 0; // Number of valid planes Vec4 p = objective; // Test point, initialized to objective // Default result, changed to valid result if found in loop below int result = -1; // Iterate until a stopping condition is met or the maximum number of iterations is reached for (int i = 0; result < 0 && i < max_iteration_count; ++i) { Vec4& plane = S[plane_count++]; real delta = halfspace_set.farthest_halfspace(&plane.v.x, &p.v.x); #if VS3D_UNNORMALIZED_PLANE_HANDLING != 0 const real recip_norm = vs3d_recip_sqrt(plane.v | plane.v); plane = vec4(recip_norm*plane.v, recip_norm*plane.w); delta *= recip_norm; #endif if (delta <= 0 || delta*delta <= eps2*(p | p)) result = 1; // Intersection found else if (!vs3d_update(p, S, plane_count, objective, eps2)) result = 0; // Void simplex found } // If q is given, fill it with the solution (normalize p.w if it is not zero) if (q) *(Vec4*)q = (p.w != 0) ? vec4((1 / p.w)*p.v, 1) : p; return result; } } // namespace VSA } // namespace Blast } // namespace Nv #endif // ifndef NVBLASTEXTAUTHORINGVSA_H