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diff --git a/PhysX_3.4/Source/GeomUtils/src/mesh/GuBV4_SphereSweep.cpp b/PhysX_3.4/Source/GeomUtils/src/mesh/GuBV4_SphereSweep.cpp
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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.
+
+#include "foundation/PxSimpleTypes.h"
+#include "foundation/PxMat44.h"
+#include "GuBV4.h"
+#include "GuBox.h"
+#include "GuSphere.h"
+#include "GuSIMDHelpers.h"
+#include "GuSweepSphereTriangle.h"
+
+using namespace physx;
+using namespace Gu;
+
+#if PX_INTEL_FAMILY
+
+#include "PsVecMath.h"
+using namespace physx::shdfnd::aos;
+
+#include "GuBV4_Common.h"
+
+// PT: for sphere-sweeps we use method 3 in \\sw\physx\PhysXSDK\3.4\trunk\InternalDocumentation\GU\Sweep strategies.ppt
+
+namespace
+{
+ // PT: TODO: refactor structure (TA34704)
+ struct RayParams
+ {
+#ifdef GU_BV4_QUANTIZED_TREE
+ BV4_ALIGN16(Vec3p mCenterOrMinCoeff_PaddedAligned);
+ BV4_ALIGN16(Vec3p mExtentsOrMaxCoeff_PaddedAligned);
+#endif
+#ifndef GU_BV4_USE_SLABS
+ BV4_ALIGN16(Vec3p mData2_PaddedAligned);
+ BV4_ALIGN16(Vec3p mFDir_PaddedAligned);
+ BV4_ALIGN16(Vec3p mData_PaddedAligned);
+#endif
+ BV4_ALIGN16(Vec3p mLocalDir_Padded); // PT: TODO: this one could be switched to PaddedAligned & V4LoadA (TA34704)
+ BV4_ALIGN16(Vec3p mOrigin_Padded); // PT: TODO: this one could be switched to PaddedAligned & V4LoadA (TA34704)
+ };
+
+ struct SphereSweepParams : RayParams
+ {
+ const IndTri32* PX_RESTRICT mTris32;
+ const IndTri16* PX_RESTRICT mTris16;
+ const PxVec3* PX_RESTRICT mVerts;
+
+ PxVec3 mOriginalExtents_Padded;
+
+ RaycastHitInternal mStabbedFace;
+ PxU32 mBackfaceCulling;
+ PxU32 mEarlyExit;
+
+ PxVec3 mP0, mP1, mP2;
+ PxVec3 mBestTriNormal;
+ float mBestAlignmentValue;
+ float mBestDistance;
+ float mMaxDist;
+ };
+}
+
+#include "GuBV4_AABBAABBSweepTest.h"
+
+// PT: TODO: __fastcall removed to make it compile everywhere. Revisit.
+static bool /*__fastcall*/ triSphereSweep(SphereSweepParams* PX_RESTRICT params, PxU32 primIndex, bool nodeSorting=true)
+{
+ PxU32 VRef0, VRef1, VRef2;
+ getVertexReferences(VRef0, VRef1, VRef2, primIndex, params->mTris32, params->mTris16);
+
+ const PxVec3& p0 = params->mVerts[VRef0];
+ const PxVec3& p1 = params->mVerts[VRef1];
+ const PxVec3& p2 = params->mVerts[VRef2];
+
+ PxVec3 normal = (p1 - p0).cross(p2 - p0);
+
+ // Backface culling
+ const bool culled = params->mBackfaceCulling && normal.dot(params->mLocalDir_Padded) > 0.0f;
+ if(culled)
+ return false;
+
+ const PxTriangle T(p0, p1, p2); // PT: TODO: check potential bad ctor/dtor here (TA34704) <= or avoid creating the tri, not needed anymore
+
+ normal.normalize();
+
+ // PT: TODO: we lost some perf when switching to PhysX version. Revisit/investigate. (TA34704)
+ float dist;
+ bool directHit;
+ if(!sweepSphereVSTri(T.verts, normal, params->mOrigin_Padded, params->mOriginalExtents_Padded.x, params->mLocalDir_Padded, dist, directHit, true))
+ return false;
+
+ const PxReal distEpsilon = GU_EPSILON_SAME_DISTANCE; // pick a farther hit within distEpsilon that is more opposing than the previous closest hit
+ const PxReal alignmentValue = computeAlignmentValue(normal, params->mLocalDir_Padded);
+ if(keepTriangle(dist, alignmentValue, params->mBestDistance, params->mBestAlignmentValue, params->mMaxDist, distEpsilon))
+ {
+ params->mStabbedFace.mDistance = dist;
+ params->mStabbedFace.mTriangleID = primIndex;
+ params->mP0 = p0;
+ params->mP1 = p1;
+ params->mP2 = p2;
+ params->mBestDistance = PxMin(params->mBestDistance, dist); // exact lower bound
+ params->mBestAlignmentValue = alignmentValue;
+ params->mBestTriNormal = normal;
+ if(nodeSorting)
+ {
+#ifndef GU_BV4_USE_SLABS
+ setupRayData(params, dist, params->mOrigin_Padded, params->mLocalDir_Padded);
+#endif
+ }
+ return true;
+ }
+ return false;
+}
+
+namespace
+{
+class LeafFunction_SphereSweepClosest
+{
+public:
+ static PX_FORCE_INLINE void doLeafTest(SphereSweepParams* PX_RESTRICT params, PxU32 primIndex)
+ {
+ PxU32 nbToGo = getNbPrimitives(primIndex);
+ do
+ {
+ triSphereSweep(params, primIndex);
+ primIndex++;
+ }while(nbToGo--);
+ }
+};
+
+class LeafFunction_SphereSweepAny
+{
+public:
+ static PX_FORCE_INLINE Ps::IntBool doLeafTest(SphereSweepParams* PX_RESTRICT params, PxU32 primIndex)
+ {
+ PxU32 nbToGo = getNbPrimitives(primIndex);
+ do
+ {
+ if(triSphereSweep(params, primIndex))
+ return 1;
+
+ primIndex++;
+ }while(nbToGo--);
+
+ return 0;
+ }
+};
+
+class ImpactFunctionSphere
+{
+public:
+ static PX_FORCE_INLINE void computeImpact(PxVec3& impactPos, PxVec3& impactNormal, const Sphere& sphere, const PxVec3& dir, const PxReal t, const TrianglePadded& triangle)
+ {
+ computeSphereTriImpactData(impactPos, impactNormal, sphere.center, dir, t, triangle);
+ }
+};
+}
+
+template<class ParamsT>
+static PX_FORCE_INLINE void setupSphereParams(ParamsT* PX_RESTRICT params, const Sphere& sphere, const PxVec3& dir, float maxDist, const BV4Tree* PX_RESTRICT tree, const PxMat44* PX_RESTRICT worldm_Aligned, const SourceMesh* PX_RESTRICT mesh, PxU32 flags)
+{
+ params->mOriginalExtents_Padded = PxVec3(sphere.radius);
+ params->mStabbedFace.mTriangleID = PX_INVALID_U32;
+ params->mStabbedFace.mDistance = maxDist;
+ params->mBestDistance = PX_MAX_REAL;
+ params->mBestAlignmentValue = 2.0f;
+ params->mMaxDist = maxDist;
+ setupParamsFlags(params, flags);
+
+ setupMeshPointersAndQuantizedCoeffs(params, mesh, tree);
+
+ computeLocalRay(params->mLocalDir_Padded, params->mOrigin_Padded, dir, sphere.center, worldm_Aligned);
+
+#ifndef GU_BV4_USE_SLABS
+ setupRayData(params, maxDist, params->mOrigin_Padded, params->mLocalDir_Padded);
+#endif
+}
+
+#include "GuBV4_Internal.h"
+#ifdef GU_BV4_USE_SLABS
+ #include "GuBV4_Slabs.h"
+#endif
+#include "GuBV4_ProcessStreamOrdered_SegmentAABB_Inflated.h"
+#include "GuBV4_ProcessStreamNoOrder_SegmentAABB_Inflated.h"
+#ifdef GU_BV4_USE_SLABS
+ #include "GuBV4_Slabs_KajiyaNoOrder.h"
+ #include "GuBV4_Slabs_KajiyaOrdered.h"
+#endif
+
+Ps::IntBool BV4_SphereSweepSingle(const Sphere& sphere, const PxVec3& dir, float maxDist, const BV4Tree& tree, const PxMat44* PX_RESTRICT worldm_Aligned, SweepHit* PX_RESTRICT hit, PxU32 flags)
+{
+ const SourceMesh* PX_RESTRICT mesh = tree.mMeshInterface;
+
+ SphereSweepParams Params;
+ setupSphereParams(&Params, sphere, dir, maxDist, &tree, worldm_Aligned, mesh, flags);
+
+ if(tree.mNodes)
+ {
+ if(Params.mEarlyExit)
+ processStreamRayNoOrder(1, LeafFunction_SphereSweepAny)(tree.mNodes, tree.mInitData, &Params);
+ else
+ processStreamRayOrdered(1, LeafFunction_SphereSweepClosest)(tree.mNodes, tree.mInitData, &Params);
+ }
+ else
+ doBruteForceTests<LeafFunction_SphereSweepAny, LeafFunction_SphereSweepClosest>(mesh->getNbTriangles(), &Params);
+
+ return computeImpactDataT<ImpactFunctionSphere>(sphere, dir, hit, &Params, worldm_Aligned, (flags & QUERY_MODIFIER_DOUBLE_SIDED)!=0, (flags & QUERY_MODIFIER_MESH_BOTH_SIDES)!=0);
+}
+
+// PT: sphere sweep callback version - currently not used
+
+namespace
+{
+ struct SphereSweepParamsCB : SphereSweepParams
+ {
+ // PT: these new members are only here to call computeImpactDataT during traversal :(
+ // PT: TODO: most of them may not be needed if we just move sphere to local space before traversal
+ Sphere mSphere; // Sphere in original space (maybe not local/mesh space)
+ PxVec3 mDir; // Dir in original space (maybe not local/mesh space)
+ const PxMat44* mWorldm_Aligned;
+ PxU32 mFlags;
+
+ SweepUnlimitedCallback mCallback;
+ void* mUserData;
+ float mMaxDist;
+ bool mNodeSorting;
+ };
+
+class LeafFunction_SphereSweepCB
+{
+public:
+ static PX_FORCE_INLINE Ps::IntBool doLeafTest(SphereSweepParamsCB* PX_RESTRICT params, PxU32 primIndex)
+ {
+ PxU32 nbToGo = getNbPrimitives(primIndex);
+ do
+ {
+ if(triSphereSweep(params, primIndex, params->mNodeSorting))
+ {
+ // PT: TODO: in this version we must compute the impact data immediately,
+ // which is a terrible idea in general, but I'm not sure what else I can do.
+ SweepHit hit;
+ const bool b = computeImpactDataT<ImpactFunctionSphere>(params->mSphere, params->mDir, &hit, params, params->mWorldm_Aligned, (params->mFlags & QUERY_MODIFIER_DOUBLE_SIDED)!=0, (params->mFlags & QUERY_MODIFIER_MESH_BOTH_SIDES)!=0);
+ PX_ASSERT(b);
+ PX_UNUSED(b);
+
+ reportUnlimitedCallbackHit(params, hit);
+ }
+
+ primIndex++;
+ }while(nbToGo--);
+
+ return 0;
+ }
+};
+}
+
+// PT: for design decisions in this function, refer to the comments of BV4_GenericSweepCB().
+void BV4_SphereSweepCB(const Sphere& sphere, const PxVec3& dir, float maxDist, const BV4Tree& tree, const PxMat44* PX_RESTRICT worldm_Aligned, SweepUnlimitedCallback callback, void* userData, PxU32 flags, bool nodeSorting)
+{
+ const SourceMesh* PX_RESTRICT mesh = tree.mMeshInterface;
+
+ SphereSweepParamsCB Params;
+ Params.mSphere = sphere;
+ Params.mDir = dir;
+ Params.mWorldm_Aligned = worldm_Aligned;
+ Params.mFlags = flags;
+
+ Params.mCallback = callback;
+ Params.mUserData = userData;
+ Params.mMaxDist = maxDist;
+ Params.mNodeSorting = nodeSorting;
+ setupSphereParams(&Params, sphere, dir, maxDist, &tree, worldm_Aligned, mesh, flags);
+
+ PX_ASSERT(!Params.mEarlyExit);
+
+ if(tree.mNodes)
+ {
+ if(nodeSorting)
+ processStreamRayOrdered(1, LeafFunction_SphereSweepCB)(tree.mNodes, tree.mInitData, &Params);
+ else
+ processStreamRayNoOrder(1, LeafFunction_SphereSweepCB)(tree.mNodes, tree.mInitData, &Params);
+ }
+ else
+ doBruteForceTests<LeafFunction_SphereSweepCB, LeafFunction_SphereSweepCB>(mesh->getNbTriangles(), &Params);
+}
+
+
+// Old box sweep callback version, using sphere code
+
+namespace
+{
+struct BoxSweepParamsCB : SphereSweepParams
+{
+ MeshSweepCallback mCallback;
+ void* mUserData;
+};
+
+class ExLeafTestSweepCB
+{
+public:
+ static PX_FORCE_INLINE void doLeafTest(BoxSweepParamsCB* PX_RESTRICT params, PxU32 primIndex)
+ {
+ PxU32 nbToGo = getNbPrimitives(primIndex);
+ do
+ {
+ PxU32 VRef0, VRef1, VRef2;
+ getVertexReferences(VRef0, VRef1, VRef2, primIndex, params->mTris32, params->mTris16);
+
+ {
+// const PxU32 vrefs[3] = { VRef0, VRef1, VRef2 };
+ float dist = params->mStabbedFace.mDistance;
+ if((params->mCallback)(params->mUserData, params->mVerts[VRef0], params->mVerts[VRef1], params->mVerts[VRef2], primIndex, /*vrefs,*/ dist))
+ return;
+
+ if(dist<params->mStabbedFace.mDistance)
+ {
+ params->mStabbedFace.mDistance = dist;
+#ifndef GU_BV4_USE_SLABS
+ setupRayData(params, dist, params->mOrigin_Padded, params->mLocalDir_Padded);
+#endif
+ }
+ }
+
+ primIndex++;
+ }while(nbToGo--);
+ }
+};
+}
+
+void BV4_GenericSweepCB_Old(const PxVec3& origin, const PxVec3& extents, const PxVec3& dir, float maxDist, const BV4Tree& tree, const PxMat44* PX_RESTRICT worldm_Aligned, MeshSweepCallback callback, void* userData)
+{
+ BoxSweepParamsCB Params;
+ Params.mCallback = callback;
+ Params.mUserData = userData;
+ Params.mOriginalExtents_Padded = extents;
+
+ Params.mStabbedFace.mTriangleID = PX_INVALID_U32;
+ Params.mStabbedFace.mDistance = maxDist;
+
+ computeLocalRay(Params.mLocalDir_Padded, Params.mOrigin_Padded, dir, origin, worldm_Aligned);
+
+#ifndef GU_BV4_USE_SLABS
+ setupRayData(&Params, maxDist, Params.mOrigin_Padded, Params.mLocalDir_Padded);
+#endif
+
+ const SourceMesh* PX_RESTRICT mesh = tree.mMeshInterface;
+
+ setupMeshPointersAndQuantizedCoeffs(&Params, mesh, &tree);
+
+ if(tree.mNodes)
+ {
+ processStreamRayOrdered(1, ExLeafTestSweepCB)(tree.mNodes, tree.mInitData, &Params);
+ }
+ else
+ {
+ const PxU32 nbTris = mesh->getNbTriangles();
+ PX_ASSERT(nbTris<16);
+ ExLeafTestSweepCB::doLeafTest(&Params, nbTris);
+ }
+}
+
+#endif
+