// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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/PxVec3.h" #include "foundation/PxAssert.h" #include "PsUserAllocated.h" #include "CmPhysXCommon.h" #include "GuHillClimbing.h" #include "GuBigConvexData2.h" namespace physx { void localSearch(PxU32& id, const PxVec3& dir, const PxVec3* verts, const Gu::BigConvexRawData* val) { // WARNING: there is a problem on x86 with a naive version of this code, where truncation // of values from 80 bits to 32 bits as they're stored in memory means that iteratively moving to // an adjacent vertex of greater support can go into an infinite loop. So we use a version which // never visits a vertex twice. Note - this might not be enough for GJK, since local // termination of the support function might not be enough to ensure convergence of GJK itself. // if we got here, we'd better have vertices and valencies PX_ASSERT(verts && val); class TinyBitMap { public: PxU32 m[8]; PX_FORCE_INLINE TinyBitMap() { m[0] = m[1] = m[2] = m[3] = m[4] = m[5] = m[6] = m[7] = 0; } PX_FORCE_INLINE void set(PxU8 v) { m[v>>5] |= 1<<(v&31); } PX_FORCE_INLINE bool get(PxU8 v) const { return (m[v>>5] & 1<<(v&31)) != 0; } }; TinyBitMap visited; const Gu::Valency* Valencies = val->mValencies; const PxU8* Adj = val->mAdjacentVerts; PX_ASSERT(Valencies && Adj); // Get the initial value and the initial vertex float MaxVal = dir.dot(verts[id]); PxU32 NextVtx = id; do { PxU16 NbNeighbors = Valencies[NextVtx].mCount; const PxU8* Run = Adj + Valencies[NextVtx].mOffset; id = NextVtx; while(NbNeighbors--) { const PxU8 Neighbor = *Run++; if(!visited.get(Neighbor)) { visited.set(Neighbor); const float CurVal = dir.dot(verts[Neighbor]); if(CurVal>MaxVal) { MaxVal = CurVal; NextVtx = Neighbor; } } } } while(NextVtx!=id); } }