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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/sweep/GuSweepSphereTriangle.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/sweep/GuSweepSphereTriangle.cpp')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.cpp | 521 |
1 files changed, 521 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.cpp b/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.cpp new file mode 100644 index 00000000..c54dac8b --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/sweep/GuSweepSphereTriangle.cpp @@ -0,0 +1,521 @@ +// 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 "GuSweepSphereTriangle.h" +#include "GuIntersectionRaySphere.h" +#include "GuIntersectionRayCapsule.h" +#include "GuIntersectionRayTriangle.h" +#include "GuCapsule.h" +#include "GuInternal.h" +#include "PsUtilities.h" +#include "GuDistancePointTriangle.h" + +using namespace physx; +using namespace Gu; + +// PT: using GU_CULLING_EPSILON_RAY_TRIANGLE fails here, in capsule-vs-mesh's triangle extrusion, when +// the sweep dir is almost the same as the capsule's dir (i.e. when we usually fallback to the sphere codepath). +// I suspect det becomes so small that we lose all accuracy when dividing by det and using the result in computing +// impact distance. +#define LOCAL_EPSILON 0.00001f + +// PT: special version computing (u,v) even when the ray misses the tri. Version working on precomputed edges. +static PX_FORCE_INLINE PxU32 rayTriSpecial(const PxVec3& orig, const PxVec3& dir, const PxVec3& vert0, const PxVec3& edge1, const PxVec3& edge2, PxReal& t, PxReal& u, PxReal& v) +{ + // Begin calculating determinant - also used to calculate U parameter + const PxVec3 pvec = dir.cross(edge2); + + // If determinant is near zero, ray lies in plane of triangle + const PxReal det = edge1.dot(pvec); + + // the non-culling branch +// if(det>-GU_CULLING_EPSILON_RAY_TRIANGLE && det<GU_CULLING_EPSILON_RAY_TRIANGLE) + if(det>-LOCAL_EPSILON && det<LOCAL_EPSILON) + return 0; + const PxReal oneOverDet = 1.0f / det; + + // Calculate distance from vert0 to ray origin + const PxVec3 tvec = orig - vert0; + + // Calculate U parameter + u = (tvec.dot(pvec)) * oneOverDet; + + // prepare to test V parameter + const PxVec3 qvec = tvec.cross(edge1); + + // Calculate V parameter + v = (dir.dot(qvec)) * oneOverDet; + + if(u<0.0f || u>1.0f) + return 1; + if(v<0.0f || u+v>1.0f) + return 1; + + // Calculate t, ray intersects triangle + t = (edge2.dot(qvec)) * oneOverDet; + + return 2; +} + +// Returns true if sphere can be tested against triangle vertex, false if edge test should be performed +// +// Uses a conservative approach to work for "sliver triangles" (long & thin) as well. +static PX_FORCE_INLINE bool edgeOrVertexTest(const PxVec3& planeIntersectPoint, const PxVec3* PX_RESTRICT tri, PxU32 vertIntersectCandidate, PxU32 vert0, PxU32 vert1, PxU32& secondEdgeVert) +{ + { + const PxVec3 edge0 = tri[vertIntersectCandidate] - tri[vert0]; + const PxReal edge0LengthSqr = edge0.dot(edge0); + + const PxVec3 diff = planeIntersectPoint - tri[vert0]; + + if (edge0.dot(diff) < edge0LengthSqr) // If the squared edge length is used for comparison, the edge vector does not need to be normalized + { + secondEdgeVert = vert0; + return false; + } + } + + { + const PxVec3 edge1 = tri[vertIntersectCandidate] - tri[vert1]; + const PxReal edge1LengthSqr = edge1.dot(edge1); + + const PxVec3 diff = planeIntersectPoint - tri[vert1]; + + if (edge1.dot(diff) < edge1LengthSqr) + { + secondEdgeVert = vert1; + return false; + } + } + return true; +} + +static PX_FORCE_INLINE bool testRayVsSphereOrCapsule(PxReal& impactDistance, bool testSphere, const PxVec3& center, PxReal radius, const PxVec3& dir, const PxVec3* PX_RESTRICT verts, PxU32 e0, PxU32 e1) +{ + if(testSphere) + { + PxReal t; + if(intersectRaySphere(center, dir, PX_MAX_F32, verts[e0], radius, t)) + { + impactDistance = t; + return true; + } + } + else + { + PxReal t; + if(intersectRayCapsule(center, dir, verts[e0], verts[e1], radius, t)) + { + if(t>=0.0f/* && t<MinDist*/) + { + impactDistance = t; + return true; + } + } + } + return false; +} + +bool Gu::sweepSphereVSTri(const PxVec3* PX_RESTRICT triVerts, const PxVec3& normal, const PxVec3& center, PxReal radius, const PxVec3& dir, PxReal& impactDistance, bool& directHit, bool testInitialOverlap) +{ + // Ok, this new version is now faster than the original code. Needs more testing though. + + directHit = false; + const PxVec3 edge10 = triVerts[1] - triVerts[0]; + const PxVec3 edge20 = triVerts[2] - triVerts[0]; + + if(testInitialOverlap) // ### brute force version that always works, but we can probably do better + { + const PxVec3 cp = closestPtPointTriangle2(center, triVerts[0], triVerts[1], triVerts[2], edge10, edge20); + if((cp - center).magnitudeSquared() <= radius*radius) + { + impactDistance = 0.0f; + return true; + } + } + + #define INTERSECT_POINT (triVerts[1]*u) + (triVerts[2]*v) + (triVerts[0] * (1.0f-u-v)) + + PxReal u,v; + { + PxVec3 R = normal * radius; + if(dir.dot(R) >= 0.0f) + R = -R; + + // The first point of the sphere to hit the triangle plane is the point of the sphere nearest to + // the triangle plane. Hence, we use center - (normal*radius) below. + + // PT: casting against the extruded triangle in direction R is the same as casting from a ray moved by -R + PxReal t; + const PxU32 r = rayTriSpecial(center-R, dir, triVerts[0], edge10, edge20, t, u, v); + if(!r) + return false; + if(r==2) + { + if(t<0.0f) + return false; + impactDistance = t; + directHit = true; + return true; + } + } + + // + // Let's do some art! + // + // The triangle gets divided into the following areas (based on the barycentric coordinates (u,v)): + // + // \ A0 / + // \ / + // \ / + // \/ 0 + // A02 * A01 + // u / / \ \ v + // * / \ * + // / \ . + // 2 / \ 1 + // ------*--------------*------- + // / \ . + // A2 / A12 \ A1 + // + // + // Based on the area where the computed triangle plane intersection point lies in, a different sweep test will be applied. + // + // A) A01, A02, A12 : Test sphere against the corresponding edge + // B) A0, A1, A2 : Test sphere against the corresponding vertex + // + // Unfortunately, B) does not work for long, thin triangles. Hence there is some extra code which does a conservative check and + // switches to edge tests if necessary. + // + + bool TestSphere; + PxU32 e0,e1; + if(u<0.0f) + { + if(v<0.0f) + { + // 0 or 0-1 or 0-2 + e0 = 0; + const PxVec3 intersectPoint = INTERSECT_POINT; + TestSphere = edgeOrVertexTest(intersectPoint, triVerts, 0, 1, 2, e1); + } + else if(u+v>1.0f) + { + // 2 or 2-0 or 2-1 + e0 = 2; + const PxVec3 intersectPoint = INTERSECT_POINT; + TestSphere = edgeOrVertexTest(intersectPoint, triVerts, 2, 0, 1, e1); + } + else + { + // 0-2 + TestSphere = false; + e0 = 0; + e1 = 2; + } + } + else + { + if(v<0.0f) + { + if(u+v>1.0f) + { + // 1 or 1-0 or 1-2 + e0 = 1; + const PxVec3 intersectPoint = INTERSECT_POINT; + TestSphere = edgeOrVertexTest(intersectPoint, triVerts, 1, 0, 2, e1); + } + else + { + // 0-1 + TestSphere = false; + e0 = 0; + e1 = 1; + } + } + else + { + PX_ASSERT(u+v>=1.0f); // Else hit triangle + // 1-2 + TestSphere = false; + e0 = 1; + e1 = 2; + } + } + return testRayVsSphereOrCapsule(impactDistance, TestSphere, center, radius, dir, triVerts, e0, e1); +} + +bool Gu::sweepSphereTriangles( PxU32 nbTris, const PxTriangle* PX_RESTRICT triangles, // Triangle data + const PxVec3& center, const PxReal radius, // Sphere data + const PxVec3& unitDir, PxReal distance, // Ray data + const PxU32* PX_RESTRICT cachedIndex, // Cache data + PxSweepHit& h, PxVec3& triNormalOut, // Results + bool isDoubleSided, bool meshBothSides, bool anyHit, bool testInitialOverlap) // Query modifiers +{ + if(!nbTris) + return false; + + const bool doBackfaceCulling = !isDoubleSided && !meshBothSides; + + PxU32 index = PX_INVALID_U32; + const PxU32 initIndex = getInitIndex(cachedIndex, nbTris); + + PxReal curT = distance; + const PxReal dpc0 = center.dot(unitDir); + + PxReal bestAlignmentValue = 2.0f; + + PxVec3 bestTriNormal(0.0f); + + for(PxU32 ii=0; ii<nbTris; ii++) // We need i for returned triangle index + { + const PxU32 i = getTriangleIndex(ii, initIndex); + + const PxTriangle& currentTri = triangles[i]; + + if(rejectTriangle(center, unitDir, curT, radius, currentTri.verts, dpc0)) + continue; + + PxVec3 triNormal; + currentTri.denormalizedNormal(triNormal); + + // Backface culling + if(doBackfaceCulling && (triNormal.dot(unitDir) > 0.0f)) + continue; + + const PxReal magnitude = triNormal.magnitude(); + if(magnitude==0.0f) + continue; + + triNormal /= magnitude; + + PxReal currentDistance; + bool unused; + if (!sweepSphereVSTri(currentTri.verts, triNormal, center, radius, unitDir, currentDistance, unused, testInitialOverlap)) + continue; + + const PxReal distEpsilon = GU_EPSILON_SAME_DISTANCE; // pick a farther hit within distEpsilon that is more opposing than the previous closest hit + const PxReal hitDot = computeAlignmentValue(triNormal, unitDir); + if (!keepTriangle(currentDistance, hitDot, curT, bestAlignmentValue, distance, distEpsilon)) + continue; + + if(currentDistance==0.0f) + return setInitialOverlapResults(h, unitDir, i); + + curT = currentDistance; + index = i; + bestAlignmentValue = hitDot; + bestTriNormal = triNormal; + if(anyHit) + break; + } + return computeSphereTriangleImpactData(h, triNormalOut, index, curT, center, unitDir, bestTriNormal, triangles, isDoubleSided, meshBothSides); +} + +static PX_FORCE_INLINE PxU32 rayQuadSpecial2(const PxVec3& orig, const PxVec3& dir, const PxVec3& vert0, const PxVec3& edge1, const PxVec3& edge2, float& t, float& u, float& v) +{ + // Begin calculating determinant - also used to calculate U parameter + const PxVec3 pvec = dir.cross(edge2); + + // If determinant is near zero, ray lies in plane of triangle + const float det = edge1.dot(pvec); + + // the non-culling branch + if(det>-LOCAL_EPSILON && det<LOCAL_EPSILON) + return 0; + const float OneOverDet = 1.0f / det; + + // Calculate distance from vert0 to ray origin + const PxVec3 tvec = orig - vert0; + + // Calculate U parameter + u = tvec.dot(pvec) * OneOverDet; + + // prepare to test V parameter + const PxVec3 qvec = tvec.cross(edge1); + + // Calculate V parameter + v = dir.dot(qvec) * OneOverDet; + + if(u<0.0f || u>1.0f) + return 1; + if(v<0.0f || v>1.0f) + return 1; + + // Calculate t, ray intersects triangle + t = edge2.dot(qvec) * OneOverDet; + + return 2; +} + +bool Gu::sweepSphereVSQuad(const PxVec3* PX_RESTRICT quadVerts, const PxVec3& normal, const PxVec3& center, float radius, const PxVec3& dir, float& impactDistance) +{ + // Quad formed by 2 tris: + // p0 p1 p2 + // p2 p1 p3 = p3 p2 p1 + // + // p0___p2 + // | /| + // | / | + // | / | + // |/ | + // p1---p3 + // + // Edge10 = p1 - p0 + // Edge20 = p2 - p0 + // Impact point = Edge10*u + Edge20*v + p0 + // => u is along Y, between 0.0 (p0;p2) and 1.0 (p1;p3) + // => v is along X, between 0.0 (p0;p1) and 1.0 (p2;p3) + // + // For the second triangle, + // Edge10b = p2 - p3 = -Edge10 + // Edge20b = p1 - p3 = -Edge20 + + const PxVec3 Edge10 = quadVerts[1] - quadVerts[0]; + const PxVec3 Edge20 = quadVerts[2] - quadVerts[0]; + + if(1) // ### brute force version that always works, but we can probably do better + { + const float r2 = radius*radius; + { + const PxVec3 Cp = closestPtPointTriangle2(center, quadVerts[0], quadVerts[1], quadVerts[2], Edge10, Edge20); + if((Cp - center).magnitudeSquared() <= r2) + { + impactDistance = 0.0f; + return true; + } + } + { + const PxVec3 Cp = closestPtPointTriangle2(center, quadVerts[3], quadVerts[2], quadVerts[1], -Edge10, -Edge20); + if((Cp - center).magnitudeSquared() <= r2) + { + impactDistance = 0.0f; + return true; + } + } + } + + float u,v; + if(1) + { + PxVec3 R = normal * radius; + if(dir.dot(R) >= 0.0f) + R = -R; + + // The first point of the sphere to hit the quad plane is the point of the sphere nearest to + // the quad plane. Hence, we use center - (normal*radius) below. + + // PT: casting against the extruded quad in direction R is the same as casting from a ray moved by -R + float t; + PxU32 r = rayQuadSpecial2(center-R, dir, quadVerts[0], Edge10, Edge20, t, u, v); + if(!r) + return false; + if(r==2) + { + if(t<0.0f) + return false; + impactDistance = t; + return true; + } + } + + #define INTERSECT_POINT_Q (quadVerts[1]*u) + (quadVerts[2]*v) + (quadVerts[0] * (1.0f-u-v)) + + Ps::swap(u,v); + bool TestSphere; + PxU32 e0,e1; + if(u<0.0f) + { + if(v<0.0f) + { + // 0 or 0-1 or 0-2 + e0 = 0; + const PxVec3 intersectPoint = INTERSECT_POINT_Q; + TestSphere = edgeOrVertexTest(intersectPoint, quadVerts, 0, 1, 2, e1); + } + else if(v>1.0f) + { + // 1 or 1-0 or 1-3 + e0 = 1; + const PxVec3 intersectPoint = INTERSECT_POINT_Q; + TestSphere = edgeOrVertexTest(intersectPoint, quadVerts, 1, 0, 3, e1); + } + else + { + // 0-1 + TestSphere = false; + e0 = 0; + e1 = 1; + } + } + else if(u>1.0f) + { + if(v<0.0f) + { + // 2 or 2-0 or 2-3 + e0 = 2; + const PxVec3 intersectPoint = INTERSECT_POINT_Q; + TestSphere = edgeOrVertexTest(intersectPoint, quadVerts, 2, 0, 3, e1); + } + else if(v>1.0f) + { + // 3 or 3-1 or 3-2 + e0 = 3; + const PxVec3 intersectPoint = INTERSECT_POINT_Q; + TestSphere = edgeOrVertexTest(intersectPoint, quadVerts, 3, 1, 2, e1); + } + else + { + // 2-3 + TestSphere = false; + e0 = 2; + e1 = 3; + } + } + else + { + if(v<0.0f) + { + // 0-2 + TestSphere = false; + e0 = 0; + e1 = 2; + } + else + { + PX_ASSERT(v>=1.0f); // Else hit quad + // 1-3 + TestSphere = false; + e0 = 1; + e1 = 3; + } + } + return testRayVsSphereOrCapsule(impactDistance, TestSphere, center, radius, dir, quadVerts, e0, e1); +} + |