aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h
downloadphysx-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/intersection/GuIntersectionRayTriangle.h')
-rw-r--r--PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h179
1 files changed, 179 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h
new file mode 100644
index 00000000..3a8d22b6
--- /dev/null
+++ b/PhysX_3.4/Source/GeomUtils/src/intersection/GuIntersectionRayTriangle.h
@@ -0,0 +1,179 @@
+// 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_INTERSECTION_RAY_TRIANGLE_H
+#define GU_INTERSECTION_RAY_TRIANGLE_H
+
+#include "foundation/PxVec3.h"
+#include "PxPhysXCommonConfig.h"
+#include "CmPhysXCommon.h"
+
+namespace physx
+{
+
+namespace Gu
+{
+ // PT: this is used for backface culling. It existed in Moller's original code already. Basically this is only to avoid dividing by zero.
+ // This should not depend on what units are used, and neither should it depend on the size of triangles. A large triangle with the same
+ // orientation as a small triangle should be backface culled the same way. A triangle whose orientation does not change should not suddenly
+ // become culled or visible when we scale it.
+ //
+ // An absolute epsilon is fine here. The computation will work fine for small triangles, and large triangles will simply make 'det' larger,
+ // more and more inaccurate, but it won't suddenly make it negative.
+ //
+ // Using FLT_EPSILON^2 ensures that triangles whose edges are smaller than FLT_EPSILON long are rejected. This epsilon makes the code work
+ // for very small triangles, while still preventing divisions by too small values.
+ #define GU_CULLING_EPSILON_RAY_TRIANGLE FLT_EPSILON*FLT_EPSILON
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Computes a ray-triangle intersection test.
+ * From Tomas Moeller's "Fast Minimum Storage Ray-Triangle Intersection"
+ * Could be optimized and cut into 2 methods (culled or not). Should make a batch one too to avoid the call overhead, or make it inline.
+ *
+ * \param orig [in] ray origin
+ * \param dir [in] ray direction
+ * \param vert0 [in] triangle vertex
+ * \param vert1 [in] triangle vertex
+ * \param vert2 [in] triangle vertex
+ * \param at [out] distance
+ * \param au [out] impact barycentric coordinate
+ * \param av [out] impact barycentric coordinate
+ * \param cull [in] true to use backface culling
+ * \param enlarge [in] enlarge triangle by specified epsilon in UV space to avoid false near-edge rejections
+ * \return true on overlap
+ * \note u, v and t will remain unchanged if false is returned.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ PX_FORCE_INLINE bool intersectRayTriangle( const PxVec3& orig, const PxVec3& dir,
+ const PxVec3& vert0, const PxVec3& vert1, const PxVec3& vert2,
+ PxReal& at, PxReal& au, PxReal& av,
+ bool cull, float enlarge=0.0f)
+ {
+ // Find vectors for two edges sharing vert0
+ const PxVec3 edge1 = vert1 - vert0;
+ const PxVec3 edge2 = vert2 - vert0;
+
+ // Begin calculating determinant - also used to calculate U parameter
+ const PxVec3 pvec = dir.cross(edge2); // error ~ |v2-v0|
+
+ // If determinant is near zero, ray lies in plane of triangle
+ const PxReal det = edge1.dot(pvec); // error ~ |v2-v0|*|v1-v0|
+
+ if(cull)
+ {
+ if(det<GU_CULLING_EPSILON_RAY_TRIANGLE)
+ return false;
+
+ // Calculate distance from vert0 to ray origin
+ const PxVec3 tvec = orig - vert0;
+
+ // Calculate U parameter and test bounds
+ const PxReal u = tvec.dot(pvec);
+
+ const PxReal enlargeCoeff = enlarge*det;
+ const PxReal uvlimit = -enlargeCoeff;
+ const PxReal uvlimit2 = det + enlargeCoeff;
+
+ if(u<uvlimit || u>uvlimit2)
+ return false;
+
+ // Prepare to test V parameter
+ const PxVec3 qvec = tvec.cross(edge1);
+
+ // Calculate V parameter and test bounds
+ const PxReal v = dir.dot(qvec);
+ if(v<uvlimit || (u+v)>uvlimit2)
+ return false;
+
+ // Calculate t, scale parameters, ray intersects triangle
+ const PxReal t = edge2.dot(qvec);
+
+ const PxReal inv_det = 1.0f / det;
+ at = t*inv_det;
+ au = u*inv_det;
+ av = v*inv_det;
+ }
+ else
+ {
+ // the non-culling branch
+ if(PxAbs(det)<GU_CULLING_EPSILON_RAY_TRIANGLE)
+ return false;
+
+ const PxReal inv_det = 1.0f / det;
+
+ // Calculate distance from vert0 to ray origin
+ const PxVec3 tvec = orig - vert0; // error ~ |orig-v0|
+
+ // Calculate U parameter and test bounds
+ const PxReal u = tvec.dot(pvec) * inv_det;
+ if(u<-enlarge || u>1.0f+enlarge)
+ return false;
+
+ // prepare to test V parameter
+ const PxVec3 qvec = tvec.cross(edge1);
+
+ // Calculate V parameter and test bounds
+ const PxReal v = dir.dot(qvec) * inv_det;
+ if(v<-enlarge || (u+v)>1.0f+enlarge)
+ return false;
+
+ // Calculate t, ray intersects triangle
+ const PxReal t = edge2.dot(qvec) * inv_det;
+
+ at = t;
+ au = u;
+ av = v;
+ }
+ return true;
+ }
+
+ /* \note u, v and t will remain unchanged if false is returned. */
+ PX_FORCE_INLINE bool intersectRayTriangleCulling( const PxVec3& orig, const PxVec3& dir,
+ const PxVec3& vert0, const PxVec3& vert1, const PxVec3& vert2,
+ PxReal& t, PxReal& u, PxReal& v,
+ float enlarge=0.0f)
+ {
+ return intersectRayTriangle(orig, dir, vert0, vert1, vert2, t, u, v, true, enlarge);
+ }
+
+ /* \note u, v and t will remain unchanged if false is returned. */
+ PX_FORCE_INLINE bool intersectRayTriangleNoCulling( const PxVec3& orig, const PxVec3& dir,
+ const PxVec3& vert0, const PxVec3& vert1, const PxVec3& vert2,
+ PxReal& t, PxReal& u, PxReal& v,
+ float enlarge=0.0f)
+ {
+ return intersectRayTriangle(orig, dir, vert0, vert1, vert2, t, u, v, false, enlarge);
+ }
+
+} // namespace Gu
+
+}
+
+#endif