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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/pcm/GuPCMContactCapsuleCapsule.cpp | |
| 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/pcm/GuPCMContactCapsuleCapsule.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactCapsuleCapsule.cpp | 297 |
1 files changed, 297 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactCapsuleCapsule.cpp b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactCapsuleCapsule.cpp new file mode 100644 index 00000000..4b99ae76 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactCapsuleCapsule.cpp @@ -0,0 +1,297 @@ +// 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. + +#include "GuVecCapsule.h" +#include "GuGeometryUnion.h" +#include "GuContactMethodImpl.h" +#include "GuContactBuffer.h" +#include "GuDistanceSegmentSegmentSIMD.h" + +using namespace physx; +using namespace Gu; +using namespace Ps; +using namespace aos; + +static Vec4V pcmDistancePointSegmentTValue22( const Vec3VArg a0, const Vec3VArg b0, + const Vec3VArg a1, const Vec3VArg b1, + const Vec3VArg p0, const Vec3VArg p1, + const Vec3VArg p2, const Vec3VArg p3) +{ + const Vec4V zero = V4Zero(); + const Vec3V ap00 = V3Sub(p0, a0); + const Vec3V ap10 = V3Sub(p1, a0); + const Vec3V ap01 = V3Sub(p2, a1); + const Vec3V ap11 = V3Sub(p3, a1); + + const Vec3V ab0 = V3Sub(b0, a0); + const Vec3V ab1 = V3Sub(b1, a1); + +/* const FloatV nom00 = V3Dot(ap00, ab0); + const FloatV nom10 = V3Dot(ap10, ab0); + const FloatV nom01 = V3Dot(ap01, ab1); + const FloatV nom11 = V3Dot(ap11, ab1);*/ + + const Vec4V combinedDot = V3Dot4(ap00, ab0, ap10, ab0, ap01, ab1, ap11, ab1); + const FloatV nom00 = V4GetX(combinedDot); + const FloatV nom10 = V4GetY(combinedDot); + const FloatV nom01 = V4GetZ(combinedDot); + const FloatV nom11 = V4GetW(combinedDot); + + const FloatV denom0 = V3Dot(ab0, ab0); + const FloatV denom1 = V3Dot(ab1, ab1); + + const Vec4V nom = V4Merge(nom00, nom10, nom01, nom11); + const Vec4V denom = V4Merge(denom0, denom0, denom1, denom1); + + const Vec4V tValue = V4Div(nom, denom); + return V4Sel(V4IsEq(denom, zero), zero, tValue); +} + +namespace physx +{ +namespace Gu +{ + + static void storeContact(const Vec3VArg contact, const Vec3VArg normal, const FloatVArg separation, Gu::ContactBuffer& buffer) + { + Gu::ContactPoint& point = buffer.contacts[buffer.count++]; + + const Vec4V normalSep = Ps::aos::V4SetW(Vec4V_From_Vec3V(normal), separation); + + V4StoreA(normalSep, &point.normal.x); + V3StoreA(contact, point.point); + point.internalFaceIndex1 = PXC_CONTACT_NO_FACE_INDEX; + + } + +bool pcmContactCapsuleCapsule(GU_CONTACT_METHOD_ARGS) +{ + PX_UNUSED(renderOutput); + PX_UNUSED(cache); + + // Get actual shape data + const PxCapsuleGeometry& shapeCapsule0 = shape0.get<const PxCapsuleGeometry>(); + const PxCapsuleGeometry& shapeCapsule1 = shape1.get<const PxCapsuleGeometry>(); + + PX_ASSERT(transform1.q.isSane()); + PX_ASSERT(transform0.q.isSane()); + + const Vec3V _p0 = V3LoadA(&transform0.p.x); + const QuatV q0 = QuatVLoadA(&transform0.q.x); + + const Vec3V _p1 = V3LoadA(&transform1.p.x); + const QuatV q1 = QuatVLoadA(&transform1.q.x); + + /*PsTransformV transf0(p0, q0); + PsTransformV transf1(p1, q1);*/ + + + const FloatV r0 = FLoad(shapeCapsule0.radius); + const FloatV halfHeight0 = FLoad(shapeCapsule0.halfHeight); + + const FloatV r1 = FLoad(shapeCapsule1.radius); + const FloatV halfHeight1 = FLoad(shapeCapsule1.halfHeight); + + const FloatV cDist = FLoad(params.mContactDistance); + + const Vec3V positionOffset = V3Scale(V3Add(_p0, _p1), FHalf()); + const Vec3V p0 = V3Sub(_p0, positionOffset); + const Vec3V p1 = V3Sub(_p1, positionOffset); + + const FloatV zero = FZero(); + //const FloatV one = FOne(); + const Vec3V zeroV = V3Zero(); + + + /*const Vec3V positionOffset = V3Scale(V3Add(transf0.p, transf1.p), FloatV_From_F32(0.5f)); + transf0.p = V3Sub(transf0.p, positionOffset); + transf1.p = V3Sub(transf1.p, positionOffset);*/ + + const Vec3V basisVector0 = QuatGetBasisVector0(q0); + const Vec3V tmp0 = V3Scale(basisVector0, halfHeight0); + const Vec3V s0 = V3Add(p0, tmp0); + const Vec3V e0 = V3Sub(p0, tmp0); + const Vec3V d0 = V3Sub(e0, s0); + + const Vec3V basisVector1 = QuatGetBasisVector0(q1); + const Vec3V tmp1 = V3Scale(basisVector1, halfHeight1); + const Vec3V s1 = V3Add(p1, tmp1); + const Vec3V e1 = V3Sub(p1, tmp1); + + const Vec3V d1 = V3Sub(e1, s1); + + const FloatV sumRadius = FAdd(r0, r1); + const FloatV inflatedSum = FAdd(sumRadius, cDist); + const FloatV inflatedSumSquared = FMul(inflatedSum, inflatedSum); + const FloatV a = V3Dot(d0, d0);//squared length of segment1 + const FloatV e = V3Dot(d1, d1);//squared length of segment2 + const FloatV eps = FLoad(1e-6);//FEps(); + + FloatV t0, t1; + const FloatV sqDist0 = distanceSegmentSegmentSquared(s0, d0, s1, d1, t0, t1); + + if(FAllGrtrOrEq(inflatedSumSquared, sqDist0)) + { + const Vec4V zeroV4 = V4Zero(); + const Vec4V oneV4 = V4One(); + //check to see whether these two capsule are paralle + const FloatV parallelTolerance = FLoad(0.9998f); + + + const BoolV con0 = FIsGrtr(eps, a); + const BoolV con1 = FIsGrtr(eps, e); + const Vec3V dir0 = V3Sel(con0, zeroV, V3ScaleInv(d0, FSqrt(a))); + const Vec3V dir1 = V3Sel(con1, zeroV, V3ScaleInv(d1, FSqrt(e))); + + const FloatV cos = FAbs(V3Dot(dir0, dir1)); + if(FAllGrtr(cos, parallelTolerance))//paralle + { + //project s, e into s1e1 + const Vec4V t= pcmDistancePointSegmentTValue22(s0, e0, s1, e1, + s1, e1, s0, e0); + + const BoolV con = BAnd(V4IsGrtrOrEq(t, zeroV4), V4IsGrtrOrEq(oneV4, t)); + const BoolV con00 = BGetX(con); + const BoolV con01 = BGetY(con); + const BoolV con10 = BGetZ(con); + const BoolV con11 = BGetW(con); + + /* PX_ALIGN(16, PxU32 conditions[4]); + F32Array_Aligned_From_Vec4V(con, (PxF32*)conditions);*/ + + + PxU32 numContact=0; + + if(BAllEqTTTT(con00)) + { + const Vec3V projS1 = V3ScaleAdd(d0, V4GetX(t), s0); + const Vec3V v = V3Sub(projS1, s1); + const FloatV sqDist = V3Dot(v, v); + const BoolV bCon = BAnd(FIsGrtr(sqDist, eps), FIsGrtr(inflatedSumSquared, sqDist)); + + if(BAllEqTTTT(bCon)) + { + const FloatV dist = FSqrt(sqDist); + const FloatV pen = FSub(dist, sumRadius); + const Vec3V normal = V3ScaleInv(v, dist); + PX_ASSERT(isFiniteVec3V(normal)); + const Vec3V _p = V3NegScaleSub(normal, r0, projS1); + const Vec3V p = V3Add(_p, positionOffset); + + storeContact(p, normal, pen, contactBuffer); + numContact++; + } + } + if(BAllEqTTTT(con01)) + { + const Vec3V projE1 = V3ScaleAdd(d0, V4GetY(t), s0); + const Vec3V v = V3Sub(projE1, e1); + const FloatV sqDist = V3Dot(v, v); + const BoolV bCon = BAnd(FIsGrtr(sqDist, eps), FIsGrtr(inflatedSumSquared, sqDist)); + + if(BAllEqTTTT(bCon)) + { + const FloatV dist = FSqrt(sqDist); + const FloatV pen = FSub(dist, sumRadius); + const Vec3V normal = V3ScaleInv(v, dist); + PX_ASSERT(isFiniteVec3V(normal)); + const Vec3V _p = V3NegScaleSub(normal, r0, projE1); + const Vec3V p = V3Add(_p, positionOffset); + storeContact(p, normal, pen, contactBuffer); + numContact++; + } + } + + if(BAllEqTTTT(con10)) + { + const Vec3V projS0 = V3ScaleAdd(d1, V4GetZ(t), s1); + const Vec3V v = V3Sub(s0, projS0); + const FloatV sqDist = V3Dot(v, v); + const BoolV bCon = BAnd(FIsGrtr(sqDist, eps), FIsGrtr(inflatedSumSquared, sqDist)); + + if(BAllEqTTTT(bCon)) + { + const FloatV dist = FSqrt(sqDist); + const FloatV pen = FSub(dist, sumRadius); + const Vec3V normal = V3ScaleInv(v, dist); + PX_ASSERT(isFiniteVec3V(normal)); + const Vec3V _p = V3NegScaleSub(normal, r0, s0); + const Vec3V p = V3Add(_p, positionOffset); + //const Vec3V p = V3ScaleAdd(normal, r0, s0); + storeContact(p, normal, pen, contactBuffer); + numContact++; + } + } + + if(BAllEqTTTT(con11)) + { + const Vec3V projE0 = V3ScaleAdd(d1, V4GetW(t), s1); + const Vec3V v = V3Sub(e0, projE0); + const FloatV sqDist = V3Dot(v, v); + const BoolV bCon = BAnd(FIsGrtr(sqDist, eps), FIsGrtr(inflatedSumSquared, sqDist)); + + if(BAllEqTTTT(bCon)) + { + const FloatV dist = FSqrt(sqDist); + const FloatV pen = FSub(dist, sumRadius); + const Vec3V normal = V3ScaleInv(v, dist); + PX_ASSERT(isFiniteVec3V(normal)); + const Vec3V _p = V3NegScaleSub(normal, r0, e0); + const Vec3V p = V3Add(_p, positionOffset); + //const Vec3V p = V3ScaleAdd(normal, r0, e0); + storeContact(p, normal, pen, contactBuffer); + numContact++; + } + } + + if(numContact) + return true; + + } + + const Vec3V closestA = V3ScaleAdd(d0, t0, s0); + const Vec3V closestB = V3ScaleAdd(d1, t1, s1); + + const BoolV con = FIsGrtr(eps, sqDist0); + //const Vec3V normal = V3Sel(FIsEq(dist, zero), V3Sel(FIsGrtr(a, eps), V3Normalise(d0), V3Scale(V3Sub(closestA, closestB), FRecip(dist))); + const Vec3V _normal = V3Sel(con, V3Sel(FIsGrtr(a, eps), d0, V3UnitX()), V3Sub(closestA, closestB)); + const Vec3V normal = V3Normalize(_normal); + PX_ASSERT(isFiniteVec3V(normal)); + const Vec3V _point = V3NegScaleSub(normal, r0, closestA); + const Vec3V p = V3Add(_point, positionOffset); + const FloatV dist = FSel(con, zero, FSqrt(sqDist0)); + const FloatV pen = FSub(dist, sumRadius); + //PX_ASSERT(FAllGrtrOrEq(zero, pen)); + storeContact(p, normal, pen, contactBuffer); + return true; + } + return false; +} +}//Gu +}//physx |