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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 "GuIntersectionTriangleBox.h" #include "CmMatrix34.h" #include "PsVecMath.h" #include "GuBox.h" #include "GuSIMDHelpers.h" using namespace physx; /********************************************************/ /* AABB-triangle overlap test code */ /* by Tomas Akenine-M?r */ /* Function: int triBoxOverlap(float boxcenter[3], */ /* float boxhalfsize[3],float triverts[3][3]); */ /* History: */ /* 2001-03-05: released the code in its first version */ /* 2001-06-18: changed the order of the tests, faster */ /* */ /* Acknowledgement: Many thanks to Pierre Terdiman for */ /* suggestions and discussions on how to optimize code. */ /* Thanks to David Hunt for finding a ">="-bug! */ /********************************************************/ #define CROSS(dest,v1,v2) \ dest.x=v1.y*v2.z-v1.z*v2.y; \ dest.y=v1.z*v2.x-v1.x*v2.z; \ dest.z=v1.x*v2.y-v1.y*v2.x; #define DOT(v1,v2) (v1.x*v2.x+v1.y*v2.y+v1.z*v2.z) #define FINDMINMAX(x0, x1, x2, minimum, maximum) \ minimum = physx::intrinsics::selectMin(x0, x1); \ maximum = physx::intrinsics::selectMax(x0, x1); \ minimum = physx::intrinsics::selectMin(minimum, x2); \ maximum = physx::intrinsics::selectMax(maximum, x2); static PX_FORCE_INLINE Ps::IntBool planeBoxOverlap(const PxVec3& normal, PxReal d, const PxVec3& maxbox) { PxVec3 vmin,vmax; if (normal.x>0.0f) { vmin.x = -maxbox.x; vmax.x = maxbox.x; } else { vmin.x = maxbox.x; vmax.x = -maxbox.x; } if (normal.y>0.0f) { vmin.y = -maxbox.y; vmax.y = maxbox.y; } else { vmin.y = maxbox.y; vmax.y = -maxbox.y; } if (normal.z>0.0f) { vmin.z = -maxbox.z; vmax.z = maxbox.z; } else { vmin.z = maxbox.z; vmax.z = -maxbox.z; } if( normal.dot(vmin) + d > 0.0f) return Ps::IntFalse; if( normal.dot(vmax) + d >= 0.0f) return Ps::IntTrue; return Ps::IntFalse; } /*======================== X-tests ========================*/ #define AXISTEST_X01(a, b, fa, fb) \ p0 = a*v0.y - b*v0.z; \ p2 = a*v2.y - b*v2.z; \ minimum = physx::intrinsics::selectMin(p0, p2); \ maximum = physx::intrinsics::selectMax(p0, p2); \ rad = fa * extents.y + fb * extents.z; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; #define AXISTEST_X2(a, b, fa, fb) \ p0 = a*v0.y - b*v0.z; \ p1 = a*v1.y - b*v1.z; \ minimum = physx::intrinsics::selectMin(p0, p1); \ maximum = physx::intrinsics::selectMax(p0, p1); \ rad = fa * extents.y + fb * extents.z; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; /*======================== Y-tests ========================*/ #define AXISTEST_Y02(a, b, fa, fb) \ p0 = -a*v0.x + b*v0.z; \ p2 = -a*v2.x + b*v2.z; \ minimum = physx::intrinsics::selectMin(p0, p2); \ maximum = physx::intrinsics::selectMax(p0, p2); \ rad = fa * extents.x + fb * extents.z; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; #define AXISTEST_Y1(a, b, fa, fb) \ p0 = -a*v0.x + b*v0.z; \ p1 = -a*v1.x + b*v1.z; \ minimum = physx::intrinsics::selectMin(p0, p1); \ maximum = physx::intrinsics::selectMax(p0, p1); \ rad = fa * extents.x + fb * extents.z; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; /*======================== Z-tests ========================*/ #define AXISTEST_Z12(a, b, fa, fb) \ p1 = a*v1.x - b*v1.y; \ p2 = a*v2.x - b*v2.y; \ minimum = physx::intrinsics::selectMin(p1, p2); \ maximum = physx::intrinsics::selectMax(p1, p2); \ rad = fa * extents.x + fb * extents.y; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; #define AXISTEST_Z0(a, b, fa, fb) \ p0 = a*v0.x - b*v0.y; \ p1 = a*v1.x - b*v1.y; \ minimum = physx::intrinsics::selectMin(p0, p1); \ maximum = physx::intrinsics::selectMax(p0, p1); \ rad = fa * extents.x + fb * extents.y; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; Ps::IntBool Gu::intersectTriangleBox_ReferenceCode(const PxVec3& boxcenter, const PxVec3& extents, const PxVec3& tp0, const PxVec3& tp1, const PxVec3& tp2) { /* use separating axis theorem to test overlap between triangle and box */ /* need to test for overlap in these directions: */ /* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */ /* we do not even need to test these) */ /* 2) normal of the triangle */ /* 3) crossproduct(edge from tri, {x,y,z}-directin) */ /* this gives 3x3=9 more tests */ // This is the fastest branch on Sun - move everything so that the boxcenter is in (0,0,0) const PxVec3 v0 = tp0 - boxcenter; const PxVec3 v1 = tp1 - boxcenter; const PxVec3 v2 = tp2 - boxcenter; // compute triangle edges const PxVec3 e0 = v1 - v0; // tri edge 0 const PxVec3 e1 = v2 - v1; // tri edge 1 const PxVec3 e2 = v0 - v2; // tri edge 2 float minimum,maximum,rad,p0,p1,p2; // Bullet 3: test the 9 tests first (this was faster) float fex = PxAbs(e0.x); float fey = PxAbs(e0.y); float fez = PxAbs(e0.z); AXISTEST_X01(e0.z, e0.y, fez, fey); AXISTEST_Y02(e0.z, e0.x, fez, fex); AXISTEST_Z12(e0.y, e0.x, fey, fex); fex = PxAbs(e1.x); fey = PxAbs(e1.y); fez = PxAbs(e1.z); AXISTEST_X01(e1.z, e1.y, fez, fey); AXISTEST_Y02(e1.z, e1.x, fez, fex); AXISTEST_Z0(e1.y, e1.x, fey, fex); fex = PxAbs(e2.x); fey = PxAbs(e2.y); fez = PxAbs(e2.z); AXISTEST_X2(e2.z, e2.y, fez, fey); AXISTEST_Y1(e2.z, e2.x, fez, fex); AXISTEST_Z12(e2.y, e2.x, fey, fex); // Bullet 1: // first test overlap in the {x,y,z}-directions // find minimum, maximum of the triangle each direction, and test for overlap in // that direction -- this is equivalent to testing a minimal AABB around // the triangle against the AABB // test in X-direction FINDMINMAX(v0.x, v1.x, v2.x, minimum, maximum); if(minimum>extents.x || maximum<-extents.x) return Ps::IntFalse; // test in Y-direction FINDMINMAX(v0.y, v1.y, v2.y, minimum, maximum); if(minimum>extents.y || maximum<-extents.y) return Ps::IntFalse; // test in Z-direction FINDMINMAX(v0.z, v1.z, v2.z, minimum, maximum); if(minimum>extents.z || maximum<-extents.z) return Ps::IntFalse; // Bullet 2: // test if the box intersects the plane of the triangle // compute plane equation of triangle: normal*x+d=0 PxVec3 normal; CROSS(normal,e0,e1); const float d=-DOT(normal,v0); // plane eq: normal.x+d=0 if(!planeBoxOverlap(normal, d, extents)) return Ps::IntFalse; return Ps::IntTrue; // box and triangle overlaps } #undef CROSS #undef DOT #undef FINDMINMAX #undef AXISTEST_X01 #undef AXISTEST_X2 #undef AXISTEST_Y02 #undef AXISTEST_Y1 #undef AXISTEST_Z12 #undef AXISTEST_Z0 using namespace Ps::aos; static PX_FORCE_INLINE int testClassIIIAxes(const Vec4V& e0V, const Vec4V v0V, const Vec4V v1V, const Vec4V v2V, const PxVec3& extents) { const Vec4V e0XZY_V = V4PermYZXW(e0V); const Vec4V v0XZY_V = V4PermYZXW(v0V); const Vec4V p0V = V4NegMulSub(v0XZY_V, e0V, V4Mul(v0V, e0XZY_V)); const Vec4V v1XZY_V = V4PermYZXW(v1V); const Vec4V p1V = V4NegMulSub(v1XZY_V, e0V, V4Mul(v1V, e0XZY_V)); const Vec4V v2XZY_V = V4PermYZXW(v2V); const Vec4V p2V = V4NegMulSub(v2XZY_V, e0V, V4Mul(v2V, e0XZY_V)); Vec4V minV = V4Min(p0V, p1V); minV = V4Min(minV, p2V); const Vec4V extentsV = V4LoadU(&extents.x); const Vec4V fe0ZYX_V = V4Abs(e0V); const Vec4V fe0XZY_V = V4PermYZXW(fe0ZYX_V); const Vec4V extentsXZY_V = V4PermYZXW(extentsV); Vec4V radV = V4MulAdd(extentsV, fe0XZY_V, V4Mul(extentsXZY_V, fe0ZYX_V)); if(V4AnyGrtr3(minV, radV)) return 0; Vec4V maxV = V4Max(p0V, p1V); maxV = V4Max(maxV, p2V); radV = V4Sub(V4Zero(), radV); if(V4AnyGrtr3(radV, maxV)) return 0; return 1; } static const VecU32V signV = U4LoadXYZW(0x80000000, 0x80000000, 0x80000000, 0x80000000); static PX_FORCE_INLINE Ps::IntBool intersectTriangleBoxInternal(const Vec4V v0V, const Vec4V v1V, const Vec4V v2V, const PxVec3& extents) { // Test box axes { Vec4V extentsV = V4LoadU(&extents.x); { const Vec4V cV = V4Abs(v0V); if(V4AllGrtrOrEq3(extentsV, cV)) return 1; } Vec4V minV = V4Min(v0V, v1V); minV = V4Min(minV, v2V); if(V4AnyGrtr3(minV, extentsV)) return 0; Vec4V maxV = V4Max(v0V, v1V); maxV = V4Max(maxV, v2V); extentsV = V4Sub(V4Zero(), extentsV); if(V4AnyGrtr3(extentsV, maxV)) return 0; } // Test if the box intersects the plane of the triangle const Vec4V e0V = V4Sub(v1V, v0V); const Vec4V e1V = V4Sub(v2V, v1V); { const Vec4V normalV = V4Cross(e0V, e1V); const Vec4V dV = Vec4V_From_FloatV(V4Dot3(normalV, v0V)); const Vec4V extentsV = V4LoadU(&extents.x); VecU32V normalSignsV = V4U32and(VecU32V_ReinterpretFrom_Vec4V(normalV), signV); const Vec4V maxV = Vec4V_ReinterpretFrom_VecU32V(V4U32or(VecU32V_ReinterpretFrom_Vec4V(extentsV), normalSignsV)); Vec4V tmpV = Vec4V_From_FloatV(V4Dot3(normalV, maxV)); if(V4AnyGrtr3(dV, tmpV)) return 0; normalSignsV = V4U32xor(normalSignsV, signV); const Vec4V minV = Vec4V_ReinterpretFrom_VecU32V(V4U32or(VecU32V_ReinterpretFrom_Vec4V(extentsV), normalSignsV)); tmpV = Vec4V_From_FloatV(V4Dot3(normalV, minV)); if(V4AnyGrtr3(tmpV, dV)) return 0; } // Edge-edge tests { if(!testClassIIIAxes(e0V, v0V, v1V, v2V, extents)) return 0; if(!testClassIIIAxes(e1V, v0V, v1V, v2V, extents)) return 0; const Vec4V e2V = V4Sub(v0V, v2V); if(!testClassIIIAxes(e2V, v0V, v1V, v2V, extents)) return 0; } return 1; } // PT: a SIMD version of Tomas Moller's triangle-box SAT code Ps::IntBool Gu::intersectTriangleBox_Unsafe(const PxVec3& center, const PxVec3& extents, const PxVec3& p0, const PxVec3& p1, const PxVec3& p2) { // Move everything so that the boxcenter is in (0,0,0) const Vec4V BoxCenterV = V4LoadU(¢er.x); const Vec4V v0V = V4Sub(V4LoadU(&p0.x), BoxCenterV); const Vec4V v1V = V4Sub(V4LoadU(&p1.x), BoxCenterV); const Vec4V v2V = V4Sub(V4LoadU(&p2.x), BoxCenterV); return intersectTriangleBoxInternal(v0V, v1V, v2V, extents); } Ps::IntBool Gu::intersectTriangleBox(const BoxPadded& box, const PxVec3& p0_, const PxVec3& p1_, const PxVec3& p2_) { // PT: TODO: SIMDify this part // Vec3p ensures we can safely V4LoadU the data const Vec3p p0 = box.rotateInv(p0_ - box.center); const Vec3p p1 = box.rotateInv(p1_ - box.center); const Vec3p p2 = box.rotateInv(p2_ - box.center); const Vec4V v0V = V4LoadU(&p0.x); const Vec4V v1V = V4LoadU(&p1.x); const Vec4V v2V = V4LoadU(&p2.x); return intersectTriangleBoxInternal(v0V, v1V, v2V, box.extents); } static PX_FORCE_INLINE Vec4V multiply3x3V(const Vec4V p, const PxMat33& mat) { const FloatV xxxV = V4GetX(p); const FloatV yyyV = V4GetY(p); const FloatV zzzV = V4GetZ(p); Vec4V ResV = V4Scale(V4LoadU(&mat.column0.x), xxxV); ResV = V4Add(ResV, V4Scale(V4LoadU(&mat.column1.x), yyyV)); ResV = V4Add(ResV, V4Scale(V4LoadU(&mat.column2.x), zzzV)); return ResV; } // PT: warning: all params must be safe to V4LoadU Ps::IntBool intersectTriangleBoxBV4(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const PxMat33& rotModelToBox, const PxVec3& transModelToBox, const PxVec3& extents) { const Vec4V transModelToBoxV = V4LoadU(&transModelToBox.x); const Vec4V v0V = V4Add(multiply3x3V(V4LoadU(&p0.x), rotModelToBox), transModelToBoxV); const Vec4V v1V = V4Add(multiply3x3V(V4LoadU(&p1.x), rotModelToBox), transModelToBoxV); const Vec4V v2V = V4Add(multiply3x3V(V4LoadU(&p2.x), rotModelToBox), transModelToBoxV); return intersectTriangleBoxInternal(v0V, v1V, v2V, extents); }