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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 "GuVecCapsule.h" #include "GuGeometryUnion.h" #include "GuContactMethodImpl.h" #include "GuContactBuffer.h" #include "GuDistanceSegmentSegmentSIMD.h" using namespace physx; using namespace Gu; using namespace Ps; using namespace aos; static Vec4V pcmDistancePointSegmentTValue22( const Vec3VArg a0, const Vec3VArg b0, const Vec3VArg a1, const Vec3VArg b1, const Vec3VArg p0, const Vec3VArg p1, const Vec3VArg p2, const Vec3VArg p3) { const Vec4V zero = V4Zero(); const Vec3V ap00 = V3Sub(p0, a0); const Vec3V ap10 = V3Sub(p1, a0); const Vec3V ap01 = V3Sub(p2, a1); const Vec3V ap11 = V3Sub(p3, a1); const Vec3V ab0 = V3Sub(b0, a0); const Vec3V ab1 = V3Sub(b1, a1); /* const FloatV nom00 = V3Dot(ap00, ab0); const FloatV nom10 = V3Dot(ap10, ab0); const FloatV nom01 = V3Dot(ap01, ab1); const FloatV nom11 = V3Dot(ap11, ab1);*/ const Vec4V combinedDot = V3Dot4(ap00, ab0, ap10, ab0, ap01, ab1, ap11, ab1); const FloatV nom00 = V4GetX(combinedDot); const FloatV nom10 = V4GetY(combinedDot); const FloatV nom01 = V4GetZ(combinedDot); const FloatV nom11 = V4GetW(combinedDot); const FloatV denom0 = V3Dot(ab0, ab0); const FloatV denom1 = V3Dot(ab1, ab1); const Vec4V nom = V4Merge(nom00, nom10, nom01, nom11); const Vec4V denom = V4Merge(denom0, denom0, denom1, denom1); const Vec4V tValue = V4Div(nom, denom); return V4Sel(V4IsEq(denom, zero), zero, tValue); } namespace physx { namespace Gu { static void storeContact(const Vec3VArg contact, const Vec3VArg normal, const FloatVArg separation, Gu::ContactBuffer& buffer) { Gu::ContactPoint& point = buffer.contacts[buffer.count++]; const Vec4V normalSep = Ps::aos::V4SetW(Vec4V_From_Vec3V(normal), separation); V4StoreA(normalSep, &point.normal.x); V3StoreA(contact, point.point); point.internalFaceIndex1 = PXC_CONTACT_NO_FACE_INDEX; } bool pcmContactCapsuleCapsule(GU_CONTACT_METHOD_ARGS) { PX_UNUSED(renderOutput); PX_UNUSED(cache); // Get actual shape data const PxCapsuleGeometry& shapeCapsule0 = shape0.get(); const PxCapsuleGeometry& shapeCapsule1 = shape1.get(); PX_ASSERT(transform1.q.isSane()); PX_ASSERT(transform0.q.isSane()); const Vec3V _p0 = V3LoadA(&transform0.p.x); const QuatV q0 = QuatVLoadA(&transform0.q.x); const Vec3V _p1 = V3LoadA(&transform1.p.x); const QuatV q1 = QuatVLoadA(&transform1.q.x); /*PsTransformV transf0(p0, q0); PsTransformV transf1(p1, q1);*/ const FloatV r0 = FLoad(shapeCapsule0.radius); const FloatV halfHeight0 = FLoad(shapeCapsule0.halfHeight); const FloatV r1 = FLoad(shapeCapsule1.radius); const FloatV halfHeight1 = FLoad(shapeCapsule1.halfHeight); const FloatV cDist = FLoad(params.mContactDistance); const Vec3V positionOffset = V3Scale(V3Add(_p0, _p1), FHalf()); const Vec3V p0 = V3Sub(_p0, positionOffset); const Vec3V p1 = V3Sub(_p1, positionOffset); const FloatV zero = FZero(); //const FloatV one = FOne(); const Vec3V zeroV = V3Zero(); /*const Vec3V positionOffset = V3Scale(V3Add(transf0.p, transf1.p), FloatV_From_F32(0.5f)); transf0.p = V3Sub(transf0.p, positionOffset); transf1.p = V3Sub(transf1.p, positionOffset);*/ const Vec3V basisVector0 = QuatGetBasisVector0(q0); const Vec3V tmp0 = V3Scale(basisVector0, halfHeight0); const Vec3V s0 = V3Add(p0, tmp0); const Vec3V e0 = V3Sub(p0, tmp0); const Vec3V d0 = V3Sub(e0, s0); const Vec3V basisVector1 = QuatGetBasisVector0(q1); const Vec3V tmp1 = V3Scale(basisVector1, halfHeight1); const Vec3V s1 = V3Add(p1, tmp1); const Vec3V e1 = V3Sub(p1, tmp1); const Vec3V d1 = V3Sub(e1, s1); const FloatV sumRadius = FAdd(r0, r1); const FloatV inflatedSum = FAdd(sumRadius, cDist); const FloatV inflatedSumSquared = FMul(inflatedSum, inflatedSum); const FloatV a = V3Dot(d0, d0);//squared length of segment1 const FloatV e = V3Dot(d1, d1);//squared length of segment2 const FloatV eps = FLoad(1e-6);//FEps(); FloatV t0, t1; const FloatV sqDist0 = distanceSegmentSegmentSquared(s0, d0, s1, d1, t0, t1); if(FAllGrtrOrEq(inflatedSumSquared, sqDist0)) { const Vec4V zeroV4 = V4Zero(); const Vec4V oneV4 = V4One(); //check to see whether these two capsule are paralle const FloatV parallelTolerance = FLoad(0.9998f); const BoolV con0 = FIsGrtr(eps, a); const BoolV con1 = FIsGrtr(eps, e); const Vec3V dir0 = V3Sel(con0, zeroV, V3ScaleInv(d0, FSqrt(a))); const Vec3V dir1 = V3Sel(con1, zeroV, V3ScaleInv(d1, FSqrt(e))); const FloatV cos = FAbs(V3Dot(dir0, dir1)); if(FAllGrtr(cos, parallelTolerance))//paralle { //project s, e into s1e1 const Vec4V t= pcmDistancePointSegmentTValue22(s0, e0, s1, e1, s1, e1, s0, e0); const BoolV con = BAnd(V4IsGrtrOrEq(t, zeroV4), V4IsGrtrOrEq(oneV4, t)); const BoolV con00 = BGetX(con); const BoolV con01 = BGetY(con); const BoolV con10 = BGetZ(con); const BoolV con11 = BGetW(con); /* PX_ALIGN(16, PxU32 conditions[4]); F32Array_Aligned_From_Vec4V(con, (PxF32*)conditions);*/ PxU32 numContact=0; if(BAllEqTTTT(con00)) { const Vec3V projS1 = V3ScaleAdd(d0, V4GetX(t), s0); const Vec3V v = V3Sub(projS1, s1); const FloatV sqDist = V3Dot(v, v); const BoolV bCon = BAnd(FIsGrtr(sqDist, eps), FIsGrtr(inflatedSumSquared, sqDist)); if(BAllEqTTTT(bCon)) { const FloatV dist = FSqrt(sqDist); const FloatV pen = FSub(dist, sumRadius); const Vec3V normal = V3ScaleInv(v, dist); PX_ASSERT(isFiniteVec3V(normal)); const Vec3V _p = V3NegScaleSub(normal, r0, projS1); const Vec3V p = V3Add(_p, positionOffset); storeContact(p, normal, pen, contactBuffer); numContact++; } } if(BAllEqTTTT(con01)) { const Vec3V projE1 = V3ScaleAdd(d0, V4GetY(t), s0); const Vec3V v = V3Sub(projE1, e1); const FloatV sqDist = V3Dot(v, v); const BoolV bCon = BAnd(FIsGrtr(sqDist, eps), FIsGrtr(inflatedSumSquared, sqDist)); if(BAllEqTTTT(bCon)) { const FloatV dist = FSqrt(sqDist); const FloatV pen = FSub(dist, sumRadius); const Vec3V normal = V3ScaleInv(v, dist); PX_ASSERT(isFiniteVec3V(normal)); const Vec3V _p = V3NegScaleSub(normal, r0, projE1); const Vec3V p = V3Add(_p, positionOffset); storeContact(p, normal, pen, contactBuffer); numContact++; } } if(BAllEqTTTT(con10)) { const Vec3V projS0 = V3ScaleAdd(d1, V4GetZ(t), s1); const Vec3V v = V3Sub(s0, projS0); const FloatV sqDist = V3Dot(v, v); const BoolV bCon = BAnd(FIsGrtr(sqDist, eps), FIsGrtr(inflatedSumSquared, sqDist)); if(BAllEqTTTT(bCon)) { const FloatV dist = FSqrt(sqDist); const FloatV pen = FSub(dist, sumRadius); const Vec3V normal = V3ScaleInv(v, dist); PX_ASSERT(isFiniteVec3V(normal)); const Vec3V _p = V3NegScaleSub(normal, r0, s0); const Vec3V p = V3Add(_p, positionOffset); //const Vec3V p = V3ScaleAdd(normal, r0, s0); storeContact(p, normal, pen, contactBuffer); numContact++; } } if(BAllEqTTTT(con11)) { const Vec3V projE0 = V3ScaleAdd(d1, V4GetW(t), s1); const Vec3V v = V3Sub(e0, projE0); const FloatV sqDist = V3Dot(v, v); const BoolV bCon = BAnd(FIsGrtr(sqDist, eps), FIsGrtr(inflatedSumSquared, sqDist)); if(BAllEqTTTT(bCon)) { const FloatV dist = FSqrt(sqDist); const FloatV pen = FSub(dist, sumRadius); const Vec3V normal = V3ScaleInv(v, dist); PX_ASSERT(isFiniteVec3V(normal)); const Vec3V _p = V3NegScaleSub(normal, r0, e0); const Vec3V p = V3Add(_p, positionOffset); //const Vec3V p = V3ScaleAdd(normal, r0, e0); storeContact(p, normal, pen, contactBuffer); numContact++; } } if(numContact) return true; } const Vec3V closestA = V3ScaleAdd(d0, t0, s0); const Vec3V closestB = V3ScaleAdd(d1, t1, s1); const BoolV con = FIsGrtr(eps, sqDist0); //const Vec3V normal = V3Sel(FIsEq(dist, zero), V3Sel(FIsGrtr(a, eps), V3Normalise(d0), V3Scale(V3Sub(closestA, closestB), FRecip(dist))); const Vec3V _normal = V3Sel(con, V3Sel(FIsGrtr(a, eps), d0, V3UnitX()), V3Sub(closestA, closestB)); const Vec3V normal = V3Normalize(_normal); PX_ASSERT(isFiniteVec3V(normal)); const Vec3V _point = V3NegScaleSub(normal, r0, closestA); const Vec3V p = V3Add(_point, positionOffset); const FloatV dist = FSel(con, zero, FSqrt(sqDist0)); const FloatV pen = FSub(dist, sumRadius); //PX_ASSERT(FAllGrtrOrEq(zero, pen)); storeContact(p, normal, pen, contactBuffer); return true; } return false; } }//Gu }//physx