// // 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. #ifndef GU_DISTANCE_POINT_TRIANGLE_H #define GU_DISTANCE_POINT_TRIANGLE_H #include "foundation/PxVec3.h" #include "PxPhysXCommonConfig.h" #include "CmPhysXCommon.h" namespace physx { namespace Gu { // PT: special version: // - inlined // - doesn't compute (s,t) output params // - expects precomputed edges in input PX_FORCE_INLINE PxVec3 closestPtPointTriangle2(const PxVec3& p, const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& ab, const PxVec3& ac) { // Check if P in vertex region outside A //const PxVec3 ab = b - a; //const PxVec3 ac = c - a; const PxVec3 ap = p - a; const float d1 = ab.dot(ap); const float d2 = ac.dot(ap); if(d1<=0.0f && d2<=0.0f) return a; // Barycentric coords 1,0,0 // Check if P in vertex region outside B const PxVec3 bp = p - b; const float d3 = ab.dot(bp); const float d4 = ac.dot(bp); if(d3>=0.0f && d4<=d3) return b; // Barycentric coords 0,1,0 // Check if P in edge region of AB, if so return projection of P onto AB const float vc = d1*d4 - d3*d2; if(vc<=0.0f && d1>=0.0f && d3<=0.0f) { const float v = d1 / (d1 - d3); return a + v * ab; // barycentric coords (1-v, v, 0) } // Check if P in vertex region outside C const PxVec3 cp = p - c; const float d5 = ab.dot(cp); const float d6 = ac.dot(cp); if(d6>=0.0f && d5<=d6) return c; // Barycentric coords 0,0,1 // Check if P in edge region of AC, if so return projection of P onto AC const float vb = d5*d2 - d1*d6; if(vb<=0.0f && d2>=0.0f && d6<=0.0f) { const float w = d2 / (d2 - d6); return a + w * ac; // barycentric coords (1-w, 0, w) } // Check if P in edge region of BC, if so return projection of P onto BC const float va = d3*d6 - d5*d4; if(va<=0.0f && (d4-d3)>=0.0f && (d5-d6)>=0.0f) { const float w = (d4-d3) / ((d4 - d3) + (d5-d6)); return b + w * (c-b); // barycentric coords (0, 1-w, w) } // P inside face region. Compute Q through its barycentric coords (u,v,w) const float denom = 1.0f / (va + vb + vc); const float v = vb * denom; const float w = vc * denom; return a + ab*v + ac*w; } PX_PHYSX_COMMON_API PxVec3 closestPtPointTriangle(const PxVec3& p, const PxVec3& a, const PxVec3& b, const PxVec3& c, float& s, float& t); PX_FORCE_INLINE PxReal distancePointTriangleSquared(const PxVec3& point, const PxVec3& triangleOrigin, const PxVec3& triangleEdge0, const PxVec3& triangleEdge1, PxReal* param0=NULL, PxReal* param1=NULL) { const PxVec3 pt0 = triangleEdge0 + triangleOrigin; const PxVec3 pt1 = triangleEdge1 + triangleOrigin; float s,t; const PxVec3 cp = closestPtPointTriangle(point, triangleOrigin, pt0, pt1, s, t); if(param0) *param0 = s; if(param1) *param1 = t; return (cp - point).magnitudeSquared(); } } // namespace Gu } #endif