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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 "GuSweepSphereTriangle.h" #include "GuIntersectionRaySphere.h" #include "GuIntersectionRayCapsule.h" #include "GuIntersectionRayTriangle.h" #include "GuCapsule.h" #include "GuInternal.h" #include "PsUtilities.h" #include "GuDistancePointTriangle.h" using namespace physx; using namespace Gu; // PT: using GU_CULLING_EPSILON_RAY_TRIANGLE fails here, in capsule-vs-mesh's triangle extrusion, when // the sweep dir is almost the same as the capsule's dir (i.e. when we usually fallback to the sphere codepath). // I suspect det becomes so small that we lose all accuracy when dividing by det and using the result in computing // impact distance. #define LOCAL_EPSILON 0.00001f // PT: special version computing (u,v) even when the ray misses the tri. Version working on precomputed edges. static PX_FORCE_INLINE PxU32 rayTriSpecial(const PxVec3& orig, const PxVec3& dir, const PxVec3& vert0, const PxVec3& edge1, const PxVec3& edge2, PxReal& t, PxReal& u, PxReal& v) { // Begin calculating determinant - also used to calculate U parameter const PxVec3 pvec = dir.cross(edge2); // If determinant is near zero, ray lies in plane of triangle const PxReal det = edge1.dot(pvec); // the non-culling branch // if(det>-GU_CULLING_EPSILON_RAY_TRIANGLE && det-LOCAL_EPSILON && det1.0f) return 1; if(v<0.0f || u+v>1.0f) return 1; // Calculate t, ray intersects triangle t = (edge2.dot(qvec)) * oneOverDet; return 2; } // Returns true if sphere can be tested against triangle vertex, false if edge test should be performed // // Uses a conservative approach to work for "sliver triangles" (long & thin) as well. static PX_FORCE_INLINE bool edgeOrVertexTest(const PxVec3& planeIntersectPoint, const PxVec3* PX_RESTRICT tri, PxU32 vertIntersectCandidate, PxU32 vert0, PxU32 vert1, PxU32& secondEdgeVert) { { const PxVec3 edge0 = tri[vertIntersectCandidate] - tri[vert0]; const PxReal edge0LengthSqr = edge0.dot(edge0); const PxVec3 diff = planeIntersectPoint - tri[vert0]; if (edge0.dot(diff) < edge0LengthSqr) // If the squared edge length is used for comparison, the edge vector does not need to be normalized { secondEdgeVert = vert0; return false; } } { const PxVec3 edge1 = tri[vertIntersectCandidate] - tri[vert1]; const PxReal edge1LengthSqr = edge1.dot(edge1); const PxVec3 diff = planeIntersectPoint - tri[vert1]; if (edge1.dot(diff) < edge1LengthSqr) { secondEdgeVert = vert1; return false; } } return true; } static PX_FORCE_INLINE bool testRayVsSphereOrCapsule(PxReal& impactDistance, bool testSphere, const PxVec3& center, PxReal radius, const PxVec3& dir, const PxVec3* PX_RESTRICT verts, PxU32 e0, PxU32 e1) { if(testSphere) { PxReal t; if(intersectRaySphere(center, dir, PX_MAX_F32, verts[e0], radius, t)) { impactDistance = t; return true; } } else { PxReal t; if(intersectRayCapsule(center, dir, verts[e0], verts[e1], radius, t)) { if(t>=0.0f/* && t= 0.0f) R = -R; // The first point of the sphere to hit the triangle plane is the point of the sphere nearest to // the triangle plane. Hence, we use center - (normal*radius) below. // PT: casting against the extruded triangle in direction R is the same as casting from a ray moved by -R PxReal t; const PxU32 r = rayTriSpecial(center-R, dir, triVerts[0], edge10, edge20, t, u, v); if(!r) return false; if(r==2) { if(t<0.0f) return false; impactDistance = t; directHit = true; return true; } } // // Let's do some art! // // The triangle gets divided into the following areas (based on the barycentric coordinates (u,v)): // // \ A0 / // \ / // \ / // \/ 0 // A02 * A01 // u / / \ \ v // * / \ * // / \ . // 2 / \ 1 // ------*--------------*------- // / \ . // A2 / A12 \ A1 // // // Based on the area where the computed triangle plane intersection point lies in, a different sweep test will be applied. // // A) A01, A02, A12 : Test sphere against the corresponding edge // B) A0, A1, A2 : Test sphere against the corresponding vertex // // Unfortunately, B) does not work for long, thin triangles. Hence there is some extra code which does a conservative check and // switches to edge tests if necessary. // bool TestSphere; PxU32 e0,e1; if(u<0.0f) { if(v<0.0f) { // 0 or 0-1 or 0-2 e0 = 0; const PxVec3 intersectPoint = INTERSECT_POINT; TestSphere = edgeOrVertexTest(intersectPoint, triVerts, 0, 1, 2, e1); } else if(u+v>1.0f) { // 2 or 2-0 or 2-1 e0 = 2; const PxVec3 intersectPoint = INTERSECT_POINT; TestSphere = edgeOrVertexTest(intersectPoint, triVerts, 2, 0, 1, e1); } else { // 0-2 TestSphere = false; e0 = 0; e1 = 2; } } else { if(v<0.0f) { if(u+v>1.0f) { // 1 or 1-0 or 1-2 e0 = 1; const PxVec3 intersectPoint = INTERSECT_POINT; TestSphere = edgeOrVertexTest(intersectPoint, triVerts, 1, 0, 2, e1); } else { // 0-1 TestSphere = false; e0 = 0; e1 = 1; } } else { PX_ASSERT(u+v>=1.0f); // Else hit triangle // 1-2 TestSphere = false; e0 = 1; e1 = 2; } } return testRayVsSphereOrCapsule(impactDistance, TestSphere, center, radius, dir, triVerts, e0, e1); } bool Gu::sweepSphereTriangles( PxU32 nbTris, const PxTriangle* PX_RESTRICT triangles, // Triangle data const PxVec3& center, const PxReal radius, // Sphere data const PxVec3& unitDir, PxReal distance, // Ray data const PxU32* PX_RESTRICT cachedIndex, // Cache data PxSweepHit& h, PxVec3& triNormalOut, // Results bool isDoubleSided, bool meshBothSides, bool anyHit, bool testInitialOverlap) // Query modifiers { if(!nbTris) return false; const bool doBackfaceCulling = !isDoubleSided && !meshBothSides; PxU32 index = PX_INVALID_U32; const PxU32 initIndex = getInitIndex(cachedIndex, nbTris); PxReal curT = distance; const PxReal dpc0 = center.dot(unitDir); PxReal bestAlignmentValue = 2.0f; PxVec3 bestTriNormal(0.0f); for(PxU32 ii=0; ii 0.0f)) continue; const PxReal magnitude = triNormal.magnitude(); if(magnitude==0.0f) continue; triNormal /= magnitude; PxReal currentDistance; bool unused; if (!sweepSphereVSTri(currentTri.verts, triNormal, center, radius, unitDir, currentDistance, unused, testInitialOverlap)) continue; const PxReal distEpsilon = GU_EPSILON_SAME_DISTANCE; // pick a farther hit within distEpsilon that is more opposing than the previous closest hit const PxReal hitDot = computeAlignmentValue(triNormal, unitDir); if (!keepTriangle(currentDistance, hitDot, curT, bestAlignmentValue, distance, distEpsilon)) continue; if(currentDistance==0.0f) { triNormalOut = -unitDir; return setInitialOverlapResults(h, unitDir, i); } curT = currentDistance; index = i; bestAlignmentValue = hitDot; bestTriNormal = triNormal; if(anyHit) break; } return computeSphereTriangleImpactData(h, triNormalOut, index, curT, center, unitDir, bestTriNormal, triangles, isDoubleSided, meshBothSides); } static PX_FORCE_INLINE PxU32 rayQuadSpecial2(const PxVec3& orig, const PxVec3& dir, const PxVec3& vert0, const PxVec3& edge1, const PxVec3& edge2, float& t, float& u, float& v) { // Begin calculating determinant - also used to calculate U parameter const PxVec3 pvec = dir.cross(edge2); // If determinant is near zero, ray lies in plane of triangle const float det = edge1.dot(pvec); // the non-culling branch if(det>-LOCAL_EPSILON && det1.0f) return 1; if(v<0.0f || v>1.0f) return 1; // Calculate t, ray intersects triangle t = edge2.dot(qvec) * OneOverDet; return 2; } bool Gu::sweepSphereVSQuad(const PxVec3* PX_RESTRICT quadVerts, const PxVec3& normal, const PxVec3& center, float radius, const PxVec3& dir, float& impactDistance) { // Quad formed by 2 tris: // p0 p1 p2 // p2 p1 p3 = p3 p2 p1 // // p0___p2 // | /| // | / | // | / | // |/ | // p1---p3 // // Edge10 = p1 - p0 // Edge20 = p2 - p0 // Impact point = Edge10*u + Edge20*v + p0 // => u is along Y, between 0.0 (p0;p2) and 1.0 (p1;p3) // => v is along X, between 0.0 (p0;p1) and 1.0 (p2;p3) // // For the second triangle, // Edge10b = p2 - p3 = -Edge10 // Edge20b = p1 - p3 = -Edge20 const PxVec3 Edge10 = quadVerts[1] - quadVerts[0]; const PxVec3 Edge20 = quadVerts[2] - quadVerts[0]; if(1) // ### brute force version that always works, but we can probably do better { const float r2 = radius*radius; { const PxVec3 Cp = closestPtPointTriangle2(center, quadVerts[0], quadVerts[1], quadVerts[2], Edge10, Edge20); if((Cp - center).magnitudeSquared() <= r2) { impactDistance = 0.0f; return true; } } { const PxVec3 Cp = closestPtPointTriangle2(center, quadVerts[3], quadVerts[2], quadVerts[1], -Edge10, -Edge20); if((Cp - center).magnitudeSquared() <= r2) { impactDistance = 0.0f; return true; } } } float u,v; if(1) { PxVec3 R = normal * radius; if(dir.dot(R) >= 0.0f) R = -R; // The first point of the sphere to hit the quad plane is the point of the sphere nearest to // the quad plane. Hence, we use center - (normal*radius) below. // PT: casting against the extruded quad in direction R is the same as casting from a ray moved by -R float t; PxU32 r = rayQuadSpecial2(center-R, dir, quadVerts[0], Edge10, Edge20, t, u, v); if(!r) return false; if(r==2) { if(t<0.0f) return false; impactDistance = t; return true; } } #define INTERSECT_POINT_Q (quadVerts[1]*u) + (quadVerts[2]*v) + (quadVerts[0] * (1.0f-u-v)) Ps::swap(u,v); bool TestSphere; PxU32 e0,e1; if(u<0.0f) { if(v<0.0f) { // 0 or 0-1 or 0-2 e0 = 0; const PxVec3 intersectPoint = INTERSECT_POINT_Q; TestSphere = edgeOrVertexTest(intersectPoint, quadVerts, 0, 1, 2, e1); } else if(v>1.0f) { // 1 or 1-0 or 1-3 e0 = 1; const PxVec3 intersectPoint = INTERSECT_POINT_Q; TestSphere = edgeOrVertexTest(intersectPoint, quadVerts, 1, 0, 3, e1); } else { // 0-1 TestSphere = false; e0 = 0; e1 = 1; } } else if(u>1.0f) { if(v<0.0f) { // 2 or 2-0 or 2-3 e0 = 2; const PxVec3 intersectPoint = INTERSECT_POINT_Q; TestSphere = edgeOrVertexTest(intersectPoint, quadVerts, 2, 0, 3, e1); } else if(v>1.0f) { // 3 or 3-1 or 3-2 e0 = 3; const PxVec3 intersectPoint = INTERSECT_POINT_Q; TestSphere = edgeOrVertexTest(intersectPoint, quadVerts, 3, 1, 2, e1); } else { // 2-3 TestSphere = false; e0 = 2; e1 = 3; } } else { if(v<0.0f) { // 0-2 TestSphere = false; e0 = 0; e1 = 2; } else { PX_ASSERT(v>=1.0f); // Else hit quad // 1-3 TestSphere = false; e0 = 1; e1 = 3; } } return testRayVsSphereOrCapsule(impactDistance, TestSphere, center, radius, dir, quadVerts, e0, e1); }