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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/src/gjk/GuVecTriangle.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/GeomUtils/src/gjk/GuVecTriangle.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/gjk/GuVecTriangle.h | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/gjk/GuVecTriangle.h b/PhysX_3.4/Source/GeomUtils/src/gjk/GuVecTriangle.h new file mode 100644 index 00000000..004cc560 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/gjk/GuVecTriangle.h @@ -0,0 +1,268 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#ifndef GU_VEC_TRIANGLE_H +#define GU_VEC_TRIANGLE_H +/** \addtogroup geomutils + @{ +*/ + +#include "GuVecConvex.h" +#include "GuConvexSupportTable.h" +#include "GuDistancePointTriangleSIMD.h" + +namespace physx +{ +namespace Gu +{ + + + class TriangleV : public ConvexV + { + public: + /** + \brief Constructor + */ + PX_FORCE_INLINE TriangleV() : ConvexV(ConvexType::eTRIANGLE) + { + margin = 0.02f; + minMargin = PX_MAX_REAL; + sweepMargin = PX_MAX_REAL; + } + /** + \brief Constructor + + \param[in] p0 Point 0 + \param[in] p1 Point 1 + \param[in] p2 Point 2 + */ + + PX_FORCE_INLINE TriangleV(const Ps::aos::Vec3VArg p0, const Ps::aos::Vec3VArg p1, const Ps::aos::Vec3VArg p2): ConvexV(ConvexType::eTRIANGLE) + { + using namespace Ps::aos; + //const FloatV zero = FZero(); + const FloatV num = FLoad(0.333333f); + center = V3Scale(V3Add(V3Add(p0, p1), p2), num); + verts[0] = p0; + verts[1] = p1; + verts[2] = p2; + margin = 0.f; + minMargin = PX_MAX_REAL; + sweepMargin = PX_MAX_REAL; + } + + PX_FORCE_INLINE TriangleV(const PxVec3* pts) : ConvexV(ConvexType::eTRIANGLE) + { + using namespace Ps::aos; + const Vec3V p0 = V3LoadU(pts[0]); + const Vec3V p1 = V3LoadU(pts[1]); + const Vec3V p2 = V3LoadU(pts[2]); + const FloatV num = FLoad(0.333333f); + center = V3Scale(V3Add(V3Add(p0, p1), p2), num); + verts[0] = p0; + verts[1] = p1; + verts[2] = p2; + margin = 0.f; + minMargin = PX_MAX_REAL; + sweepMargin = PX_MAX_REAL; + } + + /** + \brief Copy constructor + + \param[in] triangle Tri to copy + */ + PX_FORCE_INLINE TriangleV(const Gu::TriangleV& triangle) : ConvexV(ConvexType::eTRIANGLE) + { + using namespace Ps::aos; + verts[0] = triangle.verts[0]; + verts[1] = triangle.verts[1]; + verts[2] = triangle.verts[2]; + + center = triangle.center; + margin = 0.f; + minMargin = PX_MAX_REAL; + sweepMargin = PX_MAX_REAL; + } + /** + \brief Destructor + */ + PX_FORCE_INLINE ~TriangleV() + { + } + + PX_FORCE_INLINE void populateVerts(const PxU8* inds, PxU32 numInds, const PxVec3* originalVerts, Ps::aos::Vec3V* vertexs)const + { + using namespace Ps::aos; + + for(PxU32 i=0; i<numInds; ++i) + { + vertexs[i] = V3LoadU(originalVerts[inds[i]]); + } + } + + PX_FORCE_INLINE Ps::aos::FloatV getSweepMargin() const + { + return Ps::aos::FMax(); + } + + PX_FORCE_INLINE void setCenter(const Ps::aos::Vec3VArg _center) + { + using namespace Ps::aos; + Vec3V offset = V3Sub(_center, center); + center = _center; + verts[0] = V3Add(verts[0], offset); + verts[1] = V3Add(verts[1], offset); + verts[2] = V3Add(verts[2], offset); + } + + /** + \brief Compute the normal of the Triangle. + + \return Triangle normal. + */ + PX_FORCE_INLINE Ps::aos::Vec3V normal() const + { + using namespace Ps::aos; + const Vec3V ab = V3Sub(verts[1], verts[0]); + const Vec3V ac = V3Sub(verts[2], verts[0]); + const Vec3V n = V3Cross(ab, ac); + return V3Normalize(n); + } + + /** + \brief Compute the unnormalized normal of the Triangle. + + \param[out] _normal Triangle normal (not normalized). + */ + PX_FORCE_INLINE void denormalizedNormal(Ps::aos::Vec3V& _normal) const + { + using namespace Ps::aos; + const Vec3V ab = V3Sub(verts[1], verts[0]); + const Vec3V ac = V3Sub(verts[2], verts[0]); + _normal = V3Cross(ab, ac); + } + + PX_FORCE_INLINE Ps::aos::FloatV area() const + { + using namespace Ps::aos; + const FloatV half = FLoad(0.5f); + const Vec3V ba = V3Sub(verts[0], verts[1]); + const Vec3V ca = V3Sub(verts[0], verts[2]); + const Vec3V v = V3Cross(ba, ca); + return FMul(V3Length(v), half); + } + + //dir is in local space, verts in the local space + PX_FORCE_INLINE Ps::aos::Vec3V supportLocal(const Ps::aos::Vec3VArg dir) const + { + using namespace Ps::aos; + const Vec3V v0 = verts[0]; + const Vec3V v1 = verts[1]; + const Vec3V v2 = verts[2]; + const FloatV d0 = V3Dot(v0, dir); + const FloatV d1 = V3Dot(v1, dir); + const FloatV d2 = V3Dot(v2, dir); + + const BoolV con0 = BAnd(FIsGrtr(d0, d1), FIsGrtr(d0, d2)); + const BoolV con1 = FIsGrtr(d1, d2); + return V3Sel(con0, v0, V3Sel(con1, v1, v2)); + } + + PX_FORCE_INLINE void supportLocal(const Ps::aos::Vec3VArg dir, Ps::aos::FloatV& min, Ps::aos::FloatV& max) const + { + using namespace Ps::aos; + const Vec3V v0 = verts[0]; + const Vec3V v1 = verts[1]; + const Vec3V v2 = verts[2]; + FloatV d0 = V3Dot(v0, dir); + FloatV d1 = V3Dot(v1, dir); + FloatV d2 = V3Dot(v2, dir); + + max = FMax(d0, FMax(d1, d2)); + min = FMin(d0, FMin(d1, d2)); + } + + //dir is in b space + PX_FORCE_INLINE Ps::aos::Vec3V supportRelative(const Ps::aos::Vec3VArg dir, const Ps::aos::PsMatTransformV& aToB, const Ps::aos::PsMatTransformV& aTobT) const + { + using namespace Ps::aos; + //verts are in local space +// const Vec3V _dir = aToB.rotateInv(dir); //transform dir back to a space + const Vec3V _dir = aTobT.rotate(dir); //transform dir back to a space + const Vec3V maxPoint = supportLocal(_dir); + return aToB.transform(maxPoint);//transform maxPoint to the b space + } + + PX_FORCE_INLINE Ps::aos::Vec3V supportLocal(const Ps::aos::Vec3VArg dir, PxI32& index, Ps::aos::FloatV* /*marginDif*/) const + { + + using namespace Ps::aos; + const VecI32V vZero = VecI32V_Zero(); + const VecI32V vOne = VecI32V_One(); + const VecI32V vTwo = VecI32V_Two(); + const Vec3V v0 = verts[0]; + const Vec3V v1 = verts[1]; + const Vec3V v2 = verts[2]; + const FloatV d0 = V3Dot(v0, dir); + const FloatV d1 = V3Dot(v1, dir); + const FloatV d2 = V3Dot(v2, dir); + const BoolV con0 = BAnd(FIsGrtr(d0, d1), FIsGrtr(d0, d2)); + const BoolV con1 = FIsGrtr(d1, d2); + const VecI32V vIndex = VecI32V_Sel(con0, vZero, VecI32V_Sel(con1, vOne, vTwo)); + PxI32_From_VecI32V(vIndex, &index); + return V3Sel(con0, v0, V3Sel(con1, v1, v2)); + } + + PX_FORCE_INLINE Ps::aos::Vec3V supportRelative( const Ps::aos::Vec3VArg dir, const Ps::aos::PsMatTransformV& aToB, + const Ps::aos::PsMatTransformV& aTobT, PxI32& index, Ps::aos::FloatV* marginDif)const + { + //don't put margin in the triangle + using namespace Ps::aos; + //transfer dir into the local space of triangle +// const Vec3V _dir = aToB.rotateInv(dir); + const Vec3V _dir = aTobT.rotate(dir); + return aToB.transform(supportLocal(_dir, index, marginDif));//transform the support poin to b space + } + + PX_FORCE_INLINE Ps::aos::Vec3V supportPoint(const PxI32 index, Ps::aos::FloatV* /*marginDif*/)const + { + return verts[index]; + } + + /** + \brief Array of Vertices. + */ + Ps::aos::Vec3V verts[3]; + }; +} + +} + +#endif |