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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/sweep/GuSweepTriangleUtils.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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_SWEEP_TRIANGLE_UTILS_H
+#define GU_SWEEP_TRIANGLE_UTILS_H
+
+#include "CmPhysXCommon.h"
+#include "GuSweepSharedTests.h"
+#include "GuInternal.h"
+#include "PxTriangle.h"
+#include "PxQueryReport.h"
+
+namespace physx
+{
+
+namespace Gu
+{
+ // PT: computes proper impact data for sphere-sweep-vs-tri, after the closest tri has been found.
+ void computeSphereTriImpactData(PxVec3& hit, PxVec3& normal, const PxVec3& center, const PxVec3& dir, float t, const PxTriangle& tri);
+
+ // PT: computes proper impact data for box-sweep-vs-tri, after the closest tri has been found.
+ void computeBoxTriImpactData(PxVec3& hit, PxVec3& normal, const PxVec3& boxExtents, const PxVec3& localDir, const PxTriangle& triInBoxSpace, PxReal impactDist);
+
+ // PT: computes impact normal between two edges. Produces better normals than just the EE cross product.
+ // This version properly computes the closest points between two colliding edges and makes a normal from these.
+ void computeEdgeEdgeNormal(PxVec3& normal, const PxVec3& p1, const PxVec3& p2_p1, const PxVec3& p3, const PxVec3& p4_p3, const PxVec3& dir, float d);
+
+ // PT: small function just to avoid duplicating the code.
+ // Returns index of first triangle we should process (when processing arrays of input triangles)
+ PX_FORCE_INLINE PxU32 getInitIndex(const PxU32* PX_RESTRICT cachedIndex, PxU32 nbTris)
+ {
+ PxU32 initIndex = 0; // PT: by default the first triangle to process is just the first one in the array
+ if(cachedIndex) // PT: but if we cached the last closest triangle from a previous call...
+ {
+ PX_ASSERT(*cachedIndex < nbTris);
+ PX_UNUSED(nbTris);
+ initIndex = *cachedIndex; // PT: ...then we should start with that one, to potentially shrink the ray as early as possible
+ }
+ return initIndex;
+ }
+
+ // PT: quick triangle rejection for sphere-based sweeps.
+ // Please refer to \\sw\physx\PhysXSDK\3.4\trunk\InternalDocumentation\GU\cullTriangle.png for details & diagram.
+ PX_FORCE_INLINE bool cullTriangle(const PxVec3* PX_RESTRICT triVerts, const PxVec3& dir, PxReal radius, PxReal t, const PxReal dpc0)
+ {
+ // PT: project triangle on axis
+ const PxReal dp0 = triVerts[0].dot(dir);
+ const PxReal dp1 = triVerts[1].dot(dir);
+ const PxReal dp2 = triVerts[2].dot(dir);
+
+ // PT: keep min value = earliest possible impact distance
+ PxReal dp = dp0;
+ dp = physx::intrinsics::selectMin(dp, dp1);
+ dp = physx::intrinsics::selectMin(dp, dp2);
+
+ // PT: make sure we keep triangles that are about as close as best current distance
+ radius += 0.001f + GU_EPSILON_SAME_DISTANCE;
+
+ // PT: if earliest possible impact distance for this triangle is already larger than
+ // sphere's current best known impact distance, we can skip the triangle
+ if(dp>dpc0 + t + radius)
+ {
+ //PX_ASSERT(resx == 0.0f);
+ return false;
+ }
+
+ // PT: if triangle is fully located before the sphere's initial position, skip it too
+ const PxReal dpc1 = dpc0 - radius;
+ if(dp0<dpc1 && dp1<dpc1 && dp2<dpc1)
+ {
+ //PX_ASSERT(resx == 0.0f);
+ return false;
+ }
+
+ //PX_ASSERT(resx != 0.0f);
+ return true;
+ }
+
+ // PT: quick quad rejection for sphere-based sweeps. Same as for triangle, adapted for one more vertex.
+ PX_FORCE_INLINE bool cullQuad(const PxVec3* PX_RESTRICT quadVerts, const PxVec3& dir, PxReal radius, PxReal t, const PxReal dpc0)
+ {
+ // PT: project quad on axis
+ const PxReal dp0 = quadVerts[0].dot(dir);
+ const PxReal dp1 = quadVerts[1].dot(dir);
+ const PxReal dp2 = quadVerts[2].dot(dir);
+ const PxReal dp3 = quadVerts[3].dot(dir);
+
+ // PT: keep min value = earliest possible impact distance
+ PxReal dp = dp0;
+ dp = physx::intrinsics::selectMin(dp, dp1);
+ dp = physx::intrinsics::selectMin(dp, dp2);
+ dp = physx::intrinsics::selectMin(dp, dp3);
+
+ // PT: make sure we keep quads that are about as close as best current distance
+ radius += 0.001f;
+
+ // PT: if earliest possible impact distance for this quad is already larger than
+ // sphere's current best known impact distance, we can skip the quad
+ if(dp>dpc0 + t + radius)
+ return false;
+
+ // PT: if quad is fully located before the sphere's initial position, skip it too
+ const float dpc1 = dpc0 - radius;
+ if(dp0<dpc1 && dp1<dpc1 && dp2<dpc1 && dp3<dpc1)
+ return false;
+
+ return true;
+ }
+
+ // PT: computes distance between a point 'point' and a segment. The segment is defined as a starting point 'p0'
+ // and a direction vector 'dir' plus a length 't'. Segment's endpoint is p0 + dir * t.
+ //
+ // point
+ // o
+ // __/|
+ // __/ / |
+ // __/ / |(B)
+ // __/ (A)/ |
+ // __/ / | dir
+ // p0 o/---------o---------------o-- -->
+ // t (t<=fT) t (t>fT)
+ // return (A)^2 return (B)^2
+ //
+ // |<-------------->|
+ // fT
+ //
+ PX_FORCE_INLINE PxReal squareDistance(const PxVec3& p0, const PxVec3& dir, PxReal t, const PxVec3& point)
+ {
+ PxVec3 diff = point - p0;
+ PxReal fT = diff.dot(dir);
+ fT = physx::intrinsics::selectMax(fT, 0.0f);
+ fT = physx::intrinsics::selectMin(fT, t);
+ diff -= fT*dir;
+ return diff.magnitudeSquared();
+ }
+
+ // PT: quick triangle culling for sphere-based sweeps
+ // Please refer to \\sw\physx\PhysXSDK\3.4\trunk\InternalDocumentation\GU\coarseCulling.png for details & diagram.
+ PX_FORCE_INLINE bool coarseCullingTri(const PxVec3& center, const PxVec3& dir, PxReal t, PxReal radius, const PxVec3* PX_RESTRICT triVerts)
+ {
+ // PT: compute center of triangle ### could be precomputed?
+ const PxVec3 triCenter = (triVerts[0] + triVerts[1] + triVerts[2]) * (1.0f/3.0f);
+
+ // PT: distance between the triangle center and the swept path (an LSS)
+ // Same as: distancePointSegmentSquared(center, center+dir*t, TriCenter);
+ PxReal d = PxSqrt(squareDistance(center, dir, t, triCenter)) - radius - 0.0001f;
+
+ if (d < 0.0f) // The triangle center lies inside the swept sphere
+ return true;
+
+ d*=d;
+
+ // PT: coarse capsule-vs-triangle overlap test ### distances could be precomputed?
+ if(1)
+ {
+ if(d <= (triCenter-triVerts[0]).magnitudeSquared())
+ return true;
+ if(d <= (triCenter-triVerts[1]).magnitudeSquared())
+ return true;
+ if(d <= (triCenter-triVerts[2]).magnitudeSquared())
+ return true;
+ }
+ else
+ {
+ const float d0 = (triCenter-triVerts[0]).magnitudeSquared();
+ const float d1 = (triCenter-triVerts[1]).magnitudeSquared();
+ const float d2 = (triCenter-triVerts[2]).magnitudeSquared();
+ float triRadius = physx::intrinsics::selectMax(d0, d1);
+ triRadius = physx::intrinsics::selectMax(triRadius, d2);
+ if(d <= triRadius)
+ return true;
+ }
+ return false;
+ }
+
+ // PT: quick quad culling for sphere-based sweeps. Same as for triangle, adapted for one more vertex.
+ PX_FORCE_INLINE bool coarseCullingQuad(const PxVec3& center, const PxVec3& dir, PxReal t, PxReal radius, const PxVec3* PX_RESTRICT quadVerts)
+ {
+ // PT: compute center of quad ### could be precomputed?
+ const PxVec3 quadCenter = (quadVerts[0] + quadVerts[1] + quadVerts[2] + quadVerts[3]) * (1.0f/4.0f);
+
+ // PT: distance between the quad center and the swept path (an LSS)
+ PxReal d = PxSqrt(squareDistance(center, dir, t, quadCenter)) - radius - 0.0001f;
+
+ if (d < 0.0f) // The quad center lies inside the swept sphere
+ return true;
+
+ d*=d;
+
+ // PT: coarse capsule-vs-quad overlap test ### distances could be precomputed?
+ if(1)
+ {
+ if(d <= (quadCenter-quadVerts[0]).magnitudeSquared())
+ return true;
+ if(d <= (quadCenter-quadVerts[1]).magnitudeSquared())
+ return true;
+ if(d <= (quadCenter-quadVerts[2]).magnitudeSquared())
+ return true;
+ if(d <= (quadCenter-quadVerts[3]).magnitudeSquared())
+ return true;
+ }
+ return false;
+ }
+
+ // PT: combined triangle culling for sphere-based sweeps
+ PX_FORCE_INLINE bool rejectTriangle(const PxVec3& center, const PxVec3& unitDir, PxReal curT, PxReal radius, const PxVec3* PX_RESTRICT triVerts, const PxReal dpc0)
+ {
+ if(!coarseCullingTri(center, unitDir, curT, radius, triVerts))
+ return true;
+ if(!cullTriangle(triVerts, unitDir, radius, curT, dpc0))
+ return true;
+ return false;
+ }
+
+ // PT: combined quad culling for sphere-based sweeps
+ PX_FORCE_INLINE bool rejectQuad(const PxVec3& center, const PxVec3& unitDir, PxReal curT, PxReal radius, const PxVec3* PX_RESTRICT quadVerts, const PxReal dpc0)
+ {
+ if(!coarseCullingQuad(center, unitDir, curT, radius, quadVerts))
+ return true;
+ if(!cullQuad(quadVerts, unitDir, radius, curT, dpc0))
+ return true;
+ return false;
+ }
+
+ PX_FORCE_INLINE bool shouldFlipNormal(const PxVec3& normal, bool meshBothSides, bool isDoubleSided, const PxVec3& triangleNormal, const PxVec3& dir)
+ {
+ // PT: this function assumes that input normal is opposed to the ray/sweep direction. This is always
+ // what we want except when we hit a single-sided back face with 'meshBothSides' enabled.
+
+ if(!meshBothSides || isDoubleSided)
+ return false;
+
+ PX_ASSERT(normal.dot(dir) <= 0.0f); // PT: if this fails, the logic below cannot be applied
+ PX_UNUSED(normal);
+ return triangleNormal.dot(dir) > 0.0f; // PT: true for back-facing hits
+ }
+
+ PX_FORCE_INLINE bool shouldFlipNormal(const PxVec3& normal, bool meshBothSides, bool isDoubleSided, const PxTriangle& triangle, const PxVec3& dir, const PxTransform* pose)
+ {
+ // PT: this function assumes that input normal is opposed to the ray/sweep direction. This is always
+ // what we want except when we hit a single-sided back face with 'meshBothSides' enabled.
+
+ if(!meshBothSides || isDoubleSided)
+ return false;
+
+ PX_ASSERT(normal.dot(dir) <= 0.0f); // PT: if this fails, the logic below cannot be applied
+ PX_UNUSED(normal);
+
+ PxVec3 triangleNormal;
+ triangle.denormalizedNormal(triangleNormal);
+
+ if(pose)
+ triangleNormal = pose->rotate(triangleNormal);
+
+ return triangleNormal.dot(dir) > 0.0f; // PT: true for back-facing hits
+ }
+
+ // PT: implements the spec for IO sweeps in a single place (to ensure consistency)
+ PX_FORCE_INLINE bool setInitialOverlapResults(PxSweepHit& hit, const PxVec3& unitDir, PxU32 faceIndex)
+ {
+ // PT: please write these fields in the order they are listed in the struct.
+ hit.faceIndex = faceIndex;
+ hit.flags = PxHitFlag::eDISTANCE|PxHitFlag::eNORMAL|PxHitFlag::eFACE_INDEX;
+ hit.normal = -unitDir;
+ hit.distance = 0.0f;
+ return true; // PT: true indicates a hit, saves some lines in calling code
+ }
+
+ PX_FORCE_INLINE void computeBoxLocalImpact( PxVec3& pos, PxVec3& normal, PxHitFlags& outFlags,
+ const Box& box, const PxVec3& localDir, const PxTriangle& triInBoxSpace,
+ const PxHitFlags inFlags, bool isDoubleSided, bool meshBothSides, PxReal impactDist)
+ {
+ if(inFlags & (PxHitFlag::eNORMAL|PxHitFlag::ePOSITION))
+ {
+ PxVec3 localPos, localNormal;
+ computeBoxTriImpactData(localPos, localNormal, box.extents, localDir, triInBoxSpace, impactDist);
+
+ if(inFlags & PxHitFlag::eNORMAL)
+ {
+ localNormal.normalize();
+
+ // PT: doing this after the 'rotate' minimizes errors when normal and dir are close to perpendicular
+ // ....but we must do it before the rotate now, because triangleNormal is in box space (and thus we
+ // need the normal with the proper orientation, in box space. We can't fix it after it's been rotated
+ // to box space.
+ // Technically this one is only here because of the EE cross product in the feature-based sweep.
+ // PT: TODO: revisit corresponding code in computeImpactData, get rid of ambiguity
+ // PT: TODO: this may not be needed anymore
+ if((localNormal.dot(localDir))>0.0f)
+ localNormal = -localNormal;
+
+ // PT: this one is to ensure the normal respects the mesh-both-sides/double-sided convention
+ if(shouldFlipNormal(localNormal, meshBothSides, isDoubleSided, triInBoxSpace, localDir, NULL))
+ localNormal = -localNormal;
+
+ normal = box.rotate(localNormal);
+ outFlags |= PxHitFlag::eNORMAL;
+ }
+
+ if(inFlags & PxHitFlag::ePOSITION)
+ {
+ pos = box.transform(localPos);
+ outFlags |= PxHitFlag::ePOSITION;
+ }
+ }
+ }
+
+} // namespace Gu
+
+}
+
+#endif