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|
//
// 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 "GuHeightFieldUtil.h"
#include "GuEntityReport.h"
#include "PxConvexMeshGeometry.h"
#include "GuConvexMesh.h"
#include "GuSweepSharedTests.h"
#include "GuConvexUtilsInternal.h"
#include "GuTriangleMesh.h"
#include "GuVecBox.h"
#include "GuVecTriangle.h"
#include "GuVecConvexHullNoScale.h"
#include "GuMidphaseInterface.h"
#include "GuPCMContactConvexCommon.h"
#include "GuSweepMTD.h"
#include "GuPCMShapeConvex.h"
#include "GuDistanceSegmentSegment.h"
#include "GuDistancePointSegment.h"
#include "GuInternal.h"
#include "GuConvexEdgeFlags.h"
using namespace physx;
using namespace Gu;
// PT: TODO: refactor with GuMTD.cpp versions
static PX_FORCE_INLINE PxF32 manualNormalize(PxVec3& mtd, const PxVec3& normal, PxReal lenSq)
{
const PxF32 len = PxSqrt(lenSq);
// We do a *manual* normalization to check for singularity condition
if(lenSq < 1e-6f)
mtd = PxVec3(1.0f, 0.0f, 0.0f); // PT: zero normal => pick up random one
else
mtd = normal * 1.0f / len;
return len;
}
static PX_FORCE_INLINE void getScaledTriangle(const PxTriangleMeshGeometry& triGeom, const Cm::Matrix34& vertex2worldSkew, bool flipsNormal, PxTriangle& triangle, PxTriangleID triangleIndex)
{
TriangleMesh* tm = static_cast<TriangleMesh*>(triGeom.triangleMesh);
tm->computeWorldTriangle(triangle, triangleIndex, vertex2worldSkew, flipsNormal);
}
#define BATCH_TRIANGLE_NUMBER 32u
struct MTDTriangle : public PxTriangle
{
public:
PxU8 extraTriData;//active edge flag data
};
struct MeshMTDGenerationCallback : MeshHitCallback<PxRaycastHit>
{
public:
Ps::Array<PxU32>& container;
MeshMTDGenerationCallback(Ps::Array<PxU32>& tempContainer)
: MeshHitCallback<PxRaycastHit>(CallbackMode::eMULTIPLE), container(tempContainer)
{
}
virtual PxAgain processHit(
const PxRaycastHit& hit, const PxVec3&, const PxVec3&, const PxVec3&, PxReal&, const PxU32*)
{
container.pushBack(hit.faceIndex);
return true;
}
void operator=(const MeshMTDGenerationCallback&) {}
};
static bool getMTDPerTriangle(const MeshPersistentContact* manifoldContacts, const PxU32 numContacts, const PxU32 triangleIndex, Ps::aos::Vec3V& normal, Ps::aos::Vec3V& closestA, Ps::aos::Vec3V& closestB, PxU32& faceIndex, Ps::aos::FloatV& deepestPen)
{
using namespace Ps::aos;
FloatV deepest = V4GetW(manifoldContacts[0].mLocalNormalPen);
PxU32 index = 0;
for(PxU32 k=1; k<numContacts; ++k)
{
const FloatV pen = V4GetW(manifoldContacts[k].mLocalNormalPen);
if(FAllGrtr(deepest, pen))
{
deepest = pen;
index = k;
}
}
if(FAllGrtr(deepestPen, deepest))
{
PX_ASSERT(triangleIndex == manifoldContacts[index].mFaceIndex);
faceIndex = triangleIndex;
deepestPen = deepest;
normal = Vec3V_From_Vec4V(manifoldContacts[index].mLocalNormalPen);
closestA = manifoldContacts[index].mLocalPointB;
closestB = manifoldContacts[index].mLocalPointA;
return true;
}
return false;
}
static void midPhaseQuery(const PxTriangleMeshGeometry& meshGeom, const PxTransform& pose, const Box& bound, Ps::Array<PxU32>& tempContainer)
{
TriangleMesh* meshData = static_cast<TriangleMesh*>(meshGeom.triangleMesh);
Box vertexSpaceBox;
computeVertexSpaceOBB(vertexSpaceBox, bound, pose, meshGeom.scale);
MeshMTDGenerationCallback callback(tempContainer);
Midphase::intersectOBB(meshData, vertexSpaceBox, callback, true);
}
// PT: TODO: refactor with EntityReportContainerCallback
struct MidPhaseQueryLocalReport : EntityReport<PxU32>
{
MidPhaseQueryLocalReport(Ps::Array<PxU32>& _container) : container(_container)
{
}
virtual bool onEvent(PxU32 nb, PxU32* indices)
{
for(PxU32 i=0; i<nb; i++)
container.pushBack(indices[i]);
return true;
}
Ps::Array<PxU32>& container;
private:
MidPhaseQueryLocalReport operator=(MidPhaseQueryLocalReport& report);
} ;
static void midPhaseQuery(const HeightFieldUtil& hfUtil, const PxTransform& pose, const PxBounds3& bounds, Ps::Array<PxU32>& tempContainer, PxU32 flags)
{
MidPhaseQueryLocalReport localReport(tempContainer);
hfUtil.overlapAABBTriangles(pose, bounds, flags, &localReport);
}
static bool calculateMTD( const CapsuleV& capsuleV, const Ps::aos::FloatVArg inflatedRadiusV, const bool isDoubleSide, const MTDTriangle* triangles, const PxU32 nbTriangles, const PxU32 startIndex, MeshPersistentContact* manifoldContacts,
PxU32& numContacts, Ps::aos::Vec3V& normal, Ps::aos::Vec3V& closestA, Ps::aos::Vec3V& closestB, PxU32& faceIndex, Ps::aos::FloatV& mtd)
{
using namespace Ps::aos;
const FloatV zero = FZero();
bool hadContacts = false;
FloatV deepestPen = mtd;
for(PxU32 j=0; j<nbTriangles; ++j)
{
numContacts = 0;
const MTDTriangle& curTri = triangles[j];
TriangleV triangleV;
triangleV.verts[0] = V3LoadU(curTri.verts[0]);
triangleV.verts[1] = V3LoadU(curTri.verts[1]);
triangleV.verts[2] = V3LoadU(curTri.verts[2]);
const PxU8 triFlag = curTri.extraTriData;
const Vec3V triangleNormal = triangleV.normal();
const Vec3V v = V3Sub(capsuleV.getCenter(), triangleV.verts[0]);
const FloatV dotV = V3Dot(triangleNormal, v);
// Backface culling
const bool culled = !isDoubleSide && (FAllGrtr(zero, dotV));
if(culled)
continue;
PCMCapsuleVsMeshContactGeneration::processTriangle(triangleV, j+startIndex, capsuleV, inflatedRadiusV, triFlag, manifoldContacts, numContacts);
if(numContacts ==0)
continue;
hadContacts = true;
getMTDPerTriangle(manifoldContacts, numContacts, j + startIndex, normal, closestA, closestB, faceIndex, deepestPen);
}
mtd = deepestPen;
return hadContacts;
}
bool physx::Gu::computeCapsule_TriangleMeshMTD( const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, CapsuleV& capsuleV, PxReal inflatedRadius,
bool isDoubleSided, PxSweepHit& hit)
{
using namespace Ps::aos;
const Vec3V zeroV = V3Zero();
TriangleMesh* triMesh = static_cast<TriangleMesh*>(triMeshGeom.triangleMesh);
const PxU8* extraTrigData = triMesh->getExtraTrigData();
const bool flipsNormal = triMeshGeom.scale.hasNegativeDeterminant();
MeshPersistentContact manifoldContacts[64];
PxU32 numContacts = 0;
//inflated the capsule by 15% in case of some disagreement between sweep and mtd calculation. If sweep said initial overlap, but mtd has a positive separation,
//we are still be able to return a valid normal but we should zero the distance.
const FloatV inflatedRadiusV = FLoad(inflatedRadius*1.15f);
bool foundInitial = false;
const PxU32 iterations = 4;
const Cm::Matrix34 vertexToWorldSkew = pose * triMeshGeom.scale;
Ps::Array<PxU32> tempContainer;
tempContainer.reserve(128);
Vec3V closestA = zeroV, closestB = zeroV, normal = zeroV;
PxU32 triangleIndex = 0xfffffff;
Vec3V translation = zeroV;
FloatV mtd;
FloatV distV;
for(PxU32 i=0; i<iterations; ++i)
{
tempContainer.forceSize_Unsafe(0);
Capsule inflatedCapsule;
V3StoreU(capsuleV.p0, inflatedCapsule.p0);
V3StoreU(capsuleV.p1, inflatedCapsule.p1);
inflatedCapsule.radius = inflatedRadius;
Box capsuleBox;
computeBoxAroundCapsule(inflatedCapsule, capsuleBox);
midPhaseQuery(triMeshGeom, pose, capsuleBox, tempContainer);
// Get results
const PxU32 nbTriangles = tempContainer.size();
if(!nbTriangles)
break;
const PxU32* indices = tempContainer.begin();
bool hadContacts = false;
const PxU32 nbBatches = (nbTriangles + BATCH_TRIANGLE_NUMBER - 1)/BATCH_TRIANGLE_NUMBER;
mtd = FMax();
MTDTriangle triangles[BATCH_TRIANGLE_NUMBER];
for(PxU32 a = 0; a < nbBatches; ++a)
{
const PxU32 startIndex = a * BATCH_TRIANGLE_NUMBER;
const PxU32 nbTrigs = PxMin(nbTriangles - startIndex, BATCH_TRIANGLE_NUMBER);
for(PxU32 k=0; k<nbTrigs; k++)
{
//triangle world space
const PxU32 triangleIndex1 = indices[startIndex+k];
::getScaledTriangle(triMeshGeom, vertexToWorldSkew, flipsNormal, triangles[k], triangleIndex1);
triangles[k].extraTriData = getConvexEdgeFlags(extraTrigData, triangleIndex1);
}
//ML: mtd has back face culling, so if the capsule's center is below the triangle, we won't generate any contacts
hadContacts = calculateMTD(capsuleV, inflatedRadiusV, isDoubleSided, triangles, nbTrigs, startIndex, manifoldContacts, numContacts, normal, closestA, closestB, triangleIndex, mtd) || hadContacts;
}
if(!hadContacts)
break;
triangleIndex = indices[triangleIndex];
foundInitial = true;
//move the capsule to depenetrate it
distV = FSub(mtd, capsuleV.radius);
if(FAllGrtrOrEq(FZero(), distV))
{
Vec3V center = capsuleV.getCenter();
const Vec3V t = V3Scale(normal, distV);
translation = V3Sub(translation, t);
center = V3Sub(center, t);
capsuleV.setCenter(center);
}
else
{
if(i == 0)
{
//First iteration so keep this normal
hit.distance = 0.f;
V3StoreU(closestA, hit.position);
V3StoreU(normal, hit.normal);
hit.faceIndex = triangleIndex;
return true;
}
break;
}
}
const FloatV translationF = V3Length(translation);
distV = FNeg(translationF);
const BoolV con = FIsGrtr(translationF, FZero());
normal = V3Sel(con, V3ScaleInv(translation, translationF), zeroV);
if(foundInitial)
{
FStore(distV, &hit.distance);
V3StoreU(closestA, hit.position);
V3StoreU(normal, hit.normal);
hit.faceIndex = triangleIndex;
}
return foundInitial;
}
bool physx::Gu::computeCapsule_HeightFieldMTD(const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, CapsuleV& capsuleV, PxReal inflatedRadius, bool isDoubleSided, const PxU32 flags, PxSweepHit& hit)
{
using namespace Ps::aos;
const Vec3V zeroV = V3Zero();
MeshPersistentContact manifoldContacts[64];
PxU32 numContacts = 0;
//inflated the capsule by 1% in case of some disagreement between sweep and mtd calculation.If sweep said initial overlap, but mtd has a positive separation,
//we are still be able to return a valid normal but we should zero the distance.
const FloatV inflatedRadiusV = FLoad(inflatedRadius*1.01f);
bool foundInitial = false;
const PxU32 iterations = 4;
Ps::Array<PxU32> tempContainer;
tempContainer.reserve(128);
const HeightFieldUtil hfUtil(heightFieldGeom);
Vec3V closestA = zeroV, closestB = zeroV, normal = zeroV;
PxU32 triangleIndex = 0xfffffff;
Vec3V translation = zeroV;
FloatV mtd;
FloatV distV;
for(PxU32 i=0; i<iterations; ++i)
{
tempContainer.empty();
Capsule inflatedCapsule;
V3StoreU(capsuleV.p0, inflatedCapsule.p0);
V3StoreU(capsuleV.p1, inflatedCapsule.p1);
inflatedCapsule.radius = inflatedRadius;
Box capsuleBox;
computeBoxAroundCapsule(inflatedCapsule, capsuleBox);
const PxTransform capsuleBoxTransform = capsuleBox.getTransform();
const PxBounds3 bounds = PxBounds3::poseExtent(capsuleBoxTransform, capsuleBox.extents);
midPhaseQuery(hfUtil, pose, bounds, tempContainer, flags);
// Get results
const PxU32 nbTriangles = tempContainer.size();
if(!nbTriangles)
break;
bool hadContacts = false;
const PxU32 nbBatches = (nbTriangles + BATCH_TRIANGLE_NUMBER - 1)/BATCH_TRIANGLE_NUMBER;
mtd = FMax();
MTDTriangle triangles[BATCH_TRIANGLE_NUMBER];
for(PxU32 a = 0; a < nbBatches; ++a)
{
const PxU32 startIndex = a * BATCH_TRIANGLE_NUMBER;
const PxU32 nbTrigs = PxMin(nbTriangles - startIndex, BATCH_TRIANGLE_NUMBER);
for(PxU32 k=0; k<nbTrigs; k++)
{
//triangle vertex space
const PxU32 triangleIndex1 = tempContainer[startIndex+k];
hfUtil.getTriangle(pose, triangles[k], NULL, NULL, triangleIndex1, true);
triangles[k].extraTriData = ETD_CONVEX_EDGE_ALL;
}
//ML: mtd has back face culling, so if the capsule's center is below the triangle, we won't generate any contacts
hadContacts = calculateMTD(capsuleV, inflatedRadiusV, isDoubleSided, triangles, nbTrigs, startIndex, manifoldContacts, numContacts, normal, closestA, closestB, triangleIndex, mtd) || hadContacts;
}
if(!hadContacts)
break;
triangleIndex = tempContainer[triangleIndex];
foundInitial = true;
distV = FSub(mtd, capsuleV.radius);
if(FAllGrtrOrEq(FZero(), distV))
{
//move the capsule to depenetrate it
Vec3V center = capsuleV.getCenter();
const Vec3V t = V3Scale(normal, distV);
translation = V3Sub(translation, t);
center = V3Sub(center, t);
capsuleV.setCenter(center);
}
else
{
if(i == 0)
{
//First iteration so keep this normal
hit.distance = 0.f;
V3StoreU(closestA, hit.position);
V3StoreU(normal, hit.normal);
hit.faceIndex = triangleIndex;
return true;
}
break;
}
}
const FloatV translationF = V3Length(translation);
distV = FNeg(translationF);
const BoolV con = FIsGrtr(translationF, FZero());
normal = V3Sel(con, V3ScaleInv(translation, translationF), zeroV);
if(foundInitial)
{
FStore(distV, &hit.distance);
V3StoreU(closestA, hit.position);
V3StoreU(normal, hit.normal);
hit.faceIndex = triangleIndex;
}
return foundInitial;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static bool calculateMTD( const PolygonalData& polyData, SupportLocal* polyMap, Ps::aos::PsTransformV& convexTransform, const Ps::aos::PsMatTransformV& meshToConvex, bool isDoubleSided, const Ps::aos::FloatVArg inflation, const MTDTriangle* triangles, const PxU32 nbTriangles, const PxU32 startIndex,
MeshPersistentContact* manifoldContacts, PxU32& numContacts, Ps::aos::Vec3V& normal, Ps::aos::Vec3V& closestA, Ps::aos::Vec3V& closestB, PxU32& faceIndex, Ps::aos::FloatV& mtd)
{
using namespace Ps::aos;
bool hadContacts = false;
FloatV deepestPen = mtd;
for(PxU32 j=0; j<nbTriangles; ++j)
{
numContacts = 0;
const MTDTriangle& curTri = triangles[j];
const PxU8 triFlag = curTri.extraTriData;
PCMConvexVsMeshContactGeneration::processTriangle(polyData, polyMap, curTri.verts, j+startIndex, triFlag, inflation, isDoubleSided, convexTransform, meshToConvex, manifoldContacts, numContacts);
if(numContacts ==0)
continue;
hadContacts = true;
getMTDPerTriangle(manifoldContacts, numContacts, j+startIndex, normal, closestA, closestB, faceIndex, deepestPen);
}
mtd = deepestPen;
return hadContacts;
}
bool physx::Gu::computeBox_TriangleMeshMTD(const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, const Box& _box, const PxTransform& boxTransform, PxReal inflation, bool isDoubleSided, PxSweepHit& hit)
{
using namespace Ps::aos;
TriangleMesh* triMesh = static_cast<TriangleMesh*>(triMeshGeom.triangleMesh);
const PxU8* extraTrigData = triMesh->getExtraTrigData();
const Vec3V zeroV = V3Zero();
MeshPersistentContact manifoldContacts[64];
PxU32 numContacts = 0;
bool foundInitial = false;
const PxU32 iterations = 4;
Ps::Array<PxU32> tempContainer;
tempContainer.reserve(128);
Vec3V closestA = zeroV, closestB = zeroV, normal = zeroV;
Vec3V worldNormal = zeroV, worldContactA = zeroV;//, worldContactB = zeroV;
PxU32 triangleIndex = 0xfffffff;
Vec3V translation = zeroV;
Box box = _box;
const QuatV q0 = QuatVLoadU(&boxTransform.q.x);
const Vec3V p0 = V3LoadU(&boxTransform.p.x);
const Vec3V boxExtents = V3LoadU(box.extents);
const FloatV minMargin = CalculateMTDBoxMargin(boxExtents);
const FloatV inflationV = FAdd(FLoad(inflation), minMargin);
PxReal boundInflation;
FStore(inflationV, &boundInflation);
box.extents += PxVec3(boundInflation);
const BoxV boxV(zeroV, boxExtents);
Vec3V boxCenter = V3LoadU(box.center);
//create the polyData based on the original data
PolygonalData polyData;
const PCMPolygonalBox polyBox(_box.extents);
polyBox.getPolygonalData(&polyData);
const Mat33V identity = M33Identity();
const Cm::Matrix34 meshToWorldSkew = pose * triMeshGeom.scale;
PsTransformV boxTransformV(p0, q0);//box
FloatV mtd;
FloatV distV;
for(PxU32 i=0; i<iterations; ++i)
{
tempContainer.forceSize_Unsafe(0);
midPhaseQuery(triMeshGeom, pose, box, tempContainer);
// Get results
const PxU32 nbTriangles = tempContainer.size();
if(!nbTriangles)
break;
boxTransformV.p = boxCenter;
SupportLocalImpl<BoxV> boxMap(boxV, boxTransformV, identity, identity, true);
boxMap.setShapeSpaceCenterofMass(zeroV);
// Move to AABB space
Cm::Matrix34 WorldToBox;
computeWorldToBoxMatrix(WorldToBox, box);
const Cm::Matrix34 meshToBox = WorldToBox*meshToWorldSkew;
const Ps::aos::Mat33V rot(V3LoadU(meshToBox.m.column0), V3LoadU(meshToBox.m.column1), V3LoadU(meshToBox.m.column2));
const Ps::aos::PsMatTransformV meshToConvex(V3LoadU(meshToBox.p), rot);
bool hadContacts = false;
const PxU32 nbBatches = (nbTriangles + BATCH_TRIANGLE_NUMBER - 1)/BATCH_TRIANGLE_NUMBER;
mtd = FMax();
MTDTriangle triangles[BATCH_TRIANGLE_NUMBER];
for(PxU32 a = 0; a < nbBatches; ++a)
{
const PxU32 startIndex = a * BATCH_TRIANGLE_NUMBER;
const PxU32 nbTrigs = PxMin(nbTriangles - startIndex, BATCH_TRIANGLE_NUMBER);
for(PxU32 k=0; k<nbTrigs; k++)
{
//triangle vertex space
const PxU32 triangleIndex1 = tempContainer[startIndex+k];
triMesh->getLocalTriangle(triangles[k], triangleIndex1, triMeshGeom.scale.hasNegativeDeterminant());
triangles[k].extraTriData = getConvexEdgeFlags(extraTrigData, triangleIndex1);
}
//ML: mtd has back face culling, so if the capsule's center is below the triangle, we won't generate any contacts
hadContacts = calculateMTD(polyData, &boxMap, boxTransformV, meshToConvex, isDoubleSided, inflationV, triangles, nbTrigs, startIndex, manifoldContacts, numContacts, normal, closestA, closestB, triangleIndex, mtd) || hadContacts;
}
if(!hadContacts)
break;
triangleIndex = tempContainer[triangleIndex];
foundInitial = true;
distV = mtd;
worldNormal = boxTransformV.rotate(normal);
worldContactA = boxTransformV.transform(closestA);
if(FAllGrtrOrEq(FZero(), distV))
{
const Vec3V t = V3Scale(worldNormal, mtd);
translation = V3Sub(translation, t);
boxCenter = V3Sub(boxCenter, t);
V3StoreU(boxCenter, box.center);
}
else
{
if(i == 0)
{
//First iteration so keep this normal
hit.distance = 0.f;
V3StoreU(worldContactA, hit.position);
V3StoreU(worldNormal, hit.normal);
hit.faceIndex = triangleIndex;
return true;
}
break;
}
}
const FloatV translationF = V3Length(translation);
distV = FNeg(translationF);
const BoolV con = FIsGrtr(translationF, FZero());
worldNormal = V3Sel(con, V3ScaleInv(translation, translationF), zeroV);
if(foundInitial)
{
//transform closestA to world space
FStore(distV, &hit.distance);
V3StoreU(worldContactA, hit.position);
V3StoreU(worldNormal, hit.normal);
hit.faceIndex = triangleIndex;
}
return foundInitial;
}
bool physx::Gu::computeBox_HeightFieldMTD( const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, const Box& _box, const PxTransform& boxTransform, PxReal inflation,
bool isDoubleSided, const PxU32 flags, PxSweepHit& hit)
{
using namespace Ps::aos;
const Vec3V zeroV = V3Zero();
MeshPersistentContact manifoldContacts[64];
PxU32 numContacts = 0;
bool foundInitial = false;
const PxU32 iterations = 4;
Ps::Array<PxU32> tempContainer;
tempContainer.reserve(128);
const HeightFieldUtil hfUtil(heightFieldGeom);
Vec3V closestA = zeroV, closestB = zeroV, normal = zeroV;
Vec3V worldNormal = zeroV, worldContactA = zeroV;//, worldContactB = zeroV;
PxU32 triangleIndex = 0xfffffff;
Vec3V translation = zeroV;
Box box = _box;
const QuatV q0 = QuatVLoadU(&boxTransform.q.x);
const Vec3V p0 = V3LoadU(&boxTransform.p.x);
const Vec3V boxExtents = V3LoadU(box.extents);
const FloatV minMargin = CalculateMTDBoxMargin(boxExtents);
const FloatV inflationV = FAdd(FLoad(inflation), minMargin);
//const FloatV inflationV = FLoad(inflation);
PxReal boundInflation;
FStore(inflationV, &boundInflation);
box.extents += PxVec3(boundInflation);
const BoxV boxV(zeroV, boxExtents);
Vec3V boxCenter = V3LoadU(box.center);
//create the polyData based on the original box
PolygonalData polyData;
const PCMPolygonalBox polyBox(_box.extents);
polyBox.getPolygonalData(&polyData);
const Mat33V identity = M33Identity();
const Cm::Matrix34 meshToWorldSkew(pose);
PsTransformV boxTransformV(p0, q0);//box
FloatV mtd;
FloatV distV;
for(PxU32 i=0; i<iterations; ++i)
{
tempContainer.forceSize_Unsafe(0);
const PxBounds3 bounds = PxBounds3::poseExtent(box.getTransform(), box.extents);
midPhaseQuery(hfUtil, pose, bounds, tempContainer, flags);
// Get results
const PxU32 nbTriangles = tempContainer.size();
if(!nbTriangles)
break;
boxTransformV.p = boxCenter;
SupportLocalImpl<BoxV> boxMap(boxV, boxTransformV, identity, identity, true);
boxMap.setShapeSpaceCenterofMass(zeroV);
// Move to AABB space
Cm::Matrix34 WorldToBox;
computeWorldToBoxMatrix(WorldToBox, box);
const Cm::Matrix34 meshToBox = WorldToBox*meshToWorldSkew;
const Ps::aos::Mat33V rot(V3LoadU(meshToBox.m.column0), V3LoadU(meshToBox.m.column1), V3LoadU(meshToBox.m.column2));
const Ps::aos::PsMatTransformV meshToConvex(V3LoadU(meshToBox.p), rot);
bool hadContacts = false;
const PxU32 nbBatches = (nbTriangles + BATCH_TRIANGLE_NUMBER-1)/BATCH_TRIANGLE_NUMBER;
mtd = FMax();
MTDTriangle triangles[BATCH_TRIANGLE_NUMBER];
for(PxU32 a = 0; a < nbBatches; ++a)
{
const PxU32 startIndex = a * BATCH_TRIANGLE_NUMBER;
const PxU32 nbTrigs = PxMin(nbTriangles - startIndex, BATCH_TRIANGLE_NUMBER);
for(PxU32 k=0; k<nbTrigs; k++)
{
//triangle vertex space
const PxU32 triangleIndex1 = tempContainer[startIndex+k];
hfUtil.getTriangle(pose, triangles[k], NULL, NULL, triangleIndex1, false, false);
triangles[k].extraTriData = ETD_CONVEX_EDGE_ALL;
}
//ML: mtd has back face culling, so if the box's center is below the triangle, we won't generate any contacts
hadContacts = calculateMTD(polyData, &boxMap, boxTransformV, meshToConvex, isDoubleSided, inflationV, triangles, nbTrigs, startIndex, manifoldContacts, numContacts, normal, closestA, closestB, triangleIndex, mtd) || hadContacts;
}
if(!hadContacts)
break;
triangleIndex = tempContainer[triangleIndex];
foundInitial = true;
distV = mtd;
worldNormal = boxTransformV.rotate(normal);
worldContactA = boxTransformV.transform(closestA);
if(FAllGrtrOrEq(FZero(), distV))
{
//worldContactB = boxTransformV.transform(closestB);
const Vec3V t = V3Scale(worldNormal, mtd);
translation = V3Sub(translation, t);
boxCenter = V3Sub(boxCenter, t);
V3StoreU(boxCenter, box.center);
}
else
{
if(i == 0)
{
//First iteration so keep this normal
hit.distance = 0.f;
V3StoreU(worldContactA, hit.position);
V3StoreU(worldNormal, hit.normal);
hit.faceIndex = triangleIndex;
return true;
}
break;
}
}
const FloatV translationF = V3Length(translation);
distV = FNeg(translationF);
const BoolV con = FIsGrtr(translationF, FZero());
worldNormal = V3Sel(con, V3ScaleInv(translation, translationF), zeroV);
if(foundInitial)
{
FStore(distV, &hit.distance);
V3StoreU(worldContactA, hit.position);
V3StoreU(worldNormal, hit.normal);
hit.faceIndex = triangleIndex;
}
return foundInitial;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool physx::Gu::computeConvex_TriangleMeshMTD( const PxTriangleMeshGeometry& triMeshGeom, const PxTransform& pose, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexPose, PxReal inflation,
bool isDoubleSided, PxSweepHit& hit)
{
using namespace Ps::aos;
const Vec3V zeroV = V3Zero();
TriangleMesh* triMesh = static_cast<TriangleMesh*>(triMeshGeom.triangleMesh);
ConvexMesh* cm = static_cast<ConvexMesh*>(convexGeom.convexMesh);
const PxU8* extraTrigData = triMesh->getExtraTrigData();
MeshPersistentContact manifoldContacts[64];
PxU32 numContacts = 0;
bool foundInitial = false;
const PxU32 iterations = 2;
ConvexHullData* hullData = &cm->getHull();
const bool idtScaleConvex = convexGeom.scale.isIdentity();
Cm::FastVertex2ShapeScaling convexScaling;
if(!idtScaleConvex)
convexScaling.init(convexGeom.scale);
const PxVec3 _shapeSpaceCenterOfMass = convexScaling * hullData->mCenterOfMass;
const Vec3V shapeSpaceCenterOfMass = V3LoadU(_shapeSpaceCenterOfMass);
const QuatV q0 = QuatVLoadU(&convexPose.q.x);
const Vec3V p0 = V3LoadU(&convexPose.p.x);
PsTransformV convexTransformV(p0, q0);
const Vec3V vScale = V3LoadU_SafeReadW(convexGeom.scale.scale); // PT: safe because 'rotation' follows 'scale' in PxMeshScale
const QuatV vQuat = QuatVLoadU(&convexGeom.scale.rotation.x);
ConvexHullV convexHull(hullData, V3Zero(), vScale, vQuat, idtScaleConvex);
PX_ALIGN(16, PxU8 convexBuff[sizeof(SupportLocalImpl<ConvexHullV>)]);
const FloatV convexMargin = CalculateMTDConvexMargin(hullData, vScale);
const FloatV inflationV = FAdd(FLoad(inflation), convexMargin);
PxReal boundInflation;
FStore(inflationV, &boundInflation);
Ps::Array<PxU32> tempContainer;
tempContainer.reserve(128);
Vec3V closestA = zeroV, closestB = zeroV, normal = zeroV;
PxU32 triangleIndex = 0xfffffff;
Vec3V translation = zeroV;
const Cm::Matrix34 meshToWorldSkew = pose * triMeshGeom.scale;
PolygonalData polyData;
getPCMConvexData(convexHull, idtScaleConvex, polyData);
FloatV mtd;
FloatV distV;
Vec3V center = p0;
PxTransform tempConvexPose = convexPose;
Vec3V worldNormal = zeroV, worldContactA = zeroV;//, worldContactB = zeroV;
for(PxU32 i=0; i<iterations; ++i)
{
tempContainer.forceSize_Unsafe(0);
//ML:: construct convex hull data
V3StoreU(center, tempConvexPose.p);
convexTransformV.p = center;
SupportLocal* convexMap = (idtScaleConvex ? static_cast<SupportLocal*>(PX_PLACEMENT_NEW(convexBuff, SupportLocalImpl<ConvexHullNoScaleV>)(static_cast<ConvexHullNoScaleV&>(convexHull), convexTransformV, convexHull.vertex2Shape, convexHull.shape2Vertex, idtScaleConvex)) :
static_cast<SupportLocal*>(PX_PLACEMENT_NEW(convexBuff, SupportLocalImpl<ConvexHullV>)(convexHull, convexTransformV, convexHull.vertex2Shape, convexHull.shape2Vertex, idtScaleConvex)));
convexMap->setShapeSpaceCenterofMass(shapeSpaceCenterOfMass);
Box hullOBB;
computeOBBAroundConvex(hullOBB, convexGeom, cm, tempConvexPose);
hullOBB.extents += PxVec3(boundInflation);
midPhaseQuery(triMeshGeom, pose, hullOBB, tempContainer);
// Get results
const PxU32 nbTriangles = tempContainer.size();
if(!nbTriangles)
break;
// Move to AABB space
const Cm::Matrix34 worldToConvex(tempConvexPose.getInverse());
const Cm::Matrix34 meshToConvex = worldToConvex*meshToWorldSkew;
const Ps::aos::Mat33V rot(V3LoadU(meshToConvex.m.column0), V3LoadU(meshToConvex.m.column1), V3LoadU(meshToConvex.m.column2));
const Ps::aos::PsMatTransformV meshToConvexV(V3LoadU(meshToConvex.p), rot);
bool hadContacts = false;
const PxU32 nbBatches = (nbTriangles + BATCH_TRIANGLE_NUMBER-1)/BATCH_TRIANGLE_NUMBER;
mtd = FMax();
MTDTriangle triangles[BATCH_TRIANGLE_NUMBER];
for(PxU32 a = 0; a < nbBatches; ++a)
{
const PxU32 startIndex = a * BATCH_TRIANGLE_NUMBER;
const PxU32 nbTrigs = PxMin(nbTriangles - startIndex, BATCH_TRIANGLE_NUMBER);
for(PxU32 k=0; k<nbTrigs; k++)
{
//triangle vertex space
const PxU32 triangleIndex1 = tempContainer[startIndex+k];
triMesh->getLocalTriangle(triangles[k], triangleIndex1, triMeshGeom.scale.hasNegativeDeterminant());
triangles[k].extraTriData = getConvexEdgeFlags(extraTrigData, triangleIndex1);
}
//ML: mtd has back face culling, so if the capsule's center is below the triangle, we won't generate any contacts
hadContacts = calculateMTD(polyData, convexMap, convexTransformV, meshToConvexV, isDoubleSided, inflationV, triangles, nbTrigs, startIndex, manifoldContacts, numContacts, normal, closestA, closestB, triangleIndex, mtd) || hadContacts;
}
if(!hadContacts)
break;
triangleIndex = tempContainer[triangleIndex];
foundInitial = true;
distV = mtd;
worldNormal = convexTransformV.rotate(normal);
worldContactA = convexTransformV.transform(closestA);
if(FAllGrtrOrEq(FZero(), distV))
{
const Vec3V t = V3Scale(worldNormal, mtd);
translation = V3Sub(translation, t);
center = V3Sub(center, t);
}
else
{
if(i == 0)
{
//First iteration so keep this normal
hit.distance = 0.f;
V3StoreU(worldContactA, hit.position);
V3StoreU(worldNormal, hit.normal);
hit.faceIndex = triangleIndex;
return true;
}
break;
}
}
const FloatV translationF = V3Length(translation);
distV = FNeg(translationF);
const BoolV con = FIsGrtr(translationF, FZero());
worldNormal = V3Sel(con, V3ScaleInv(translation, translationF), zeroV);
if(foundInitial)
{
//transform closestA to world space
FStore(distV, &hit.distance);
V3StoreU(worldContactA, hit.position);
V3StoreU(worldNormal, hit.normal);
hit.faceIndex = triangleIndex;
}
return foundInitial;
}
bool physx::Gu::computeConvex_HeightFieldMTD( const PxHeightFieldGeometry& heightFieldGeom, const PxTransform& pose, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexPose, PxReal inflation,
bool isDoubleSided, const PxU32 flags, PxSweepHit& hit)
{
using namespace Ps::aos;
const HeightFieldUtil hfUtil(heightFieldGeom);
const Vec3V zeroV = V3Zero();
MeshPersistentContact manifoldContacts[64];
PxU32 numContacts = 0;
bool foundInitial = false;
const PxU32 iterations = 2;
ConvexMesh* cm = static_cast<ConvexMesh*>(convexGeom.convexMesh);
ConvexHullData* hullData = &cm->getHull();
const bool idtScaleConvex = convexGeom.scale.isIdentity();
Cm::FastVertex2ShapeScaling convexScaling;
if(!idtScaleConvex)
convexScaling.init(convexGeom.scale);
const PxVec3 _shapeSpaceCenterOfMass = convexScaling * hullData->mCenterOfMass;
const Vec3V shapeSpaceCenterOfMass = V3LoadU(_shapeSpaceCenterOfMass);
const QuatV q0 = QuatVLoadU(&convexPose.q.x);
const Vec3V p0 = V3LoadU(&convexPose.p.x);
PsTransformV convexTransformV(p0, q0);
const Vec3V vScale = V3LoadU_SafeReadW(convexGeom.scale.scale); // PT: safe because 'rotation' follows 'scale' in PxMeshScale
const QuatV vQuat = QuatVLoadU(&convexGeom.scale.rotation.x);
ConvexHullV convexHull(hullData, zeroV, vScale, vQuat, idtScaleConvex);
PX_ALIGN(16, PxU8 convexBuff[sizeof(SupportLocalImpl<ConvexHullV>)]);
const FloatV convexMargin = CalculateMTDConvexMargin(hullData, vScale);
const FloatV inflationV = FAdd(FLoad(inflation), convexMargin);
PxReal boundInflation;
FStore(inflationV, &boundInflation);
Ps::Array<PxU32> tempContainer;
tempContainer.reserve(128);
Vec3V closestA = zeroV, closestB = zeroV, normal = zeroV;
Vec3V worldNormal = zeroV, worldContactA = zeroV;//, worldContactB = zeroV;
PxU32 triangleIndex = 0xfffffff;
Vec3V translation = zeroV;
PolygonalData polyData;
getPCMConvexData(convexHull, idtScaleConvex, polyData);
FloatV mtd;
FloatV distV;
Vec3V center = p0;
PxTransform tempConvexPose = convexPose;
const Cm::Matrix34 meshToWorldSkew(pose);
for(PxU32 i=0; i<iterations; ++i)
{
tempContainer.forceSize_Unsafe(0);
//ML:: construct convex hull data
V3StoreU(center, tempConvexPose.p);
convexTransformV.p = center;
SupportLocal* convexMap = (idtScaleConvex ? static_cast<SupportLocal*>(PX_PLACEMENT_NEW(convexBuff, SupportLocalImpl<ConvexHullNoScaleV>)(static_cast<ConvexHullNoScaleV&>(convexHull), convexTransformV, convexHull.vertex2Shape, convexHull.shape2Vertex, idtScaleConvex)) :
static_cast<SupportLocal*>(PX_PLACEMENT_NEW(convexBuff, SupportLocalImpl<ConvexHullV>)(convexHull, convexTransformV, convexHull.vertex2Shape, convexHull.shape2Vertex, idtScaleConvex)));
convexMap->setShapeSpaceCenterofMass(shapeSpaceCenterOfMass);
Box hullOBB;
computeOBBAroundConvex(hullOBB, convexGeom, cm, tempConvexPose);
hullOBB.extents += PxVec3(boundInflation);
const PxBounds3 bounds = PxBounds3::basisExtent(hullOBB.center, hullOBB.rot, hullOBB.extents);
midPhaseQuery(hfUtil, pose, bounds, tempContainer, flags);
// Get results
const PxU32 nbTriangles = tempContainer.size();
if(!nbTriangles)
break;
// Move to AABB space
const Cm::Matrix34 worldToConvex(tempConvexPose.getInverse());
const Cm::Matrix34 meshToConvex = worldToConvex*meshToWorldSkew;
const Ps::aos::Mat33V rot(V3LoadU(meshToConvex.m.column0), V3LoadU(meshToConvex.m.column1), V3LoadU(meshToConvex.m.column2));
const Ps::aos::PsMatTransformV meshToConvexV(V3LoadU(meshToConvex.p), rot);
bool hadContacts = false;
const PxU32 nbBatches = (nbTriangles + BATCH_TRIANGLE_NUMBER-1)/BATCH_TRIANGLE_NUMBER;
mtd = FMax();
MTDTriangle triangles[BATCH_TRIANGLE_NUMBER];
for(PxU32 a = 0; a < nbBatches; ++a)
{
const PxU32 startIndex = a * BATCH_TRIANGLE_NUMBER;
const PxU32 nbTrigs = PxMin(nbTriangles - startIndex, BATCH_TRIANGLE_NUMBER);
for(PxU32 k=0; k<nbTrigs; k++)
{
//triangle vertex space
const PxU32 triangleIndex1 = tempContainer[startIndex+k];
hfUtil.getTriangle(pose, triangles[k], NULL, NULL, triangleIndex1, false, false);
triangles[k].extraTriData = ETD_CONVEX_EDGE_ALL;
}
//ML: mtd has back face culling, so if the capsule's center is below the triangle, we won't generate any contacts
hadContacts = calculateMTD(polyData, convexMap, convexTransformV, meshToConvexV, isDoubleSided, inflationV, triangles, nbTrigs, startIndex, manifoldContacts, numContacts, normal, closestA, closestB, triangleIndex, mtd) || hadContacts;
}
if(!hadContacts)
break;
triangleIndex = tempContainer[triangleIndex];
foundInitial = true;
distV = mtd;
worldNormal = convexTransformV.rotate(normal);
worldContactA = convexTransformV.transform(closestA);
if(FAllGrtrOrEq(FZero(), distV))
{
const Vec3V t = V3Scale(worldNormal, mtd);
translation = V3Sub(translation, t);
center = V3Sub(center, t);
}
else
{
if(i == 0)
{
//First iteration so keep this normal
hit.distance = 0.f;
V3StoreU(worldContactA, hit.position);
V3StoreU(worldNormal, hit.normal);
hit.faceIndex = triangleIndex;
return true;
}
break;
}
}
const FloatV translationF = V3Length(translation);
distV = FNeg(translationF);
const BoolV con = FIsGrtr(translationF, FZero());
worldNormal = V3Sel(con, V3ScaleInv(translation, translationF), zeroV);
if(foundInitial)
{
//transform closestA to world space
FStore(distV, &hit.distance);
V3StoreU(worldContactA, hit.position);
V3StoreU(worldNormal, hit.normal);
hit.faceIndex = triangleIndex;
}
return foundInitial;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool physx::Gu::computeSphere_SphereMTD(const Sphere& sphere0, const Sphere& sphere1, PxSweepHit& hit)
{
const PxVec3 delta = sphere1.center - sphere0.center;
const PxReal d2 = delta.magnitudeSquared();
const PxReal radiusSum = sphere0.radius + sphere1.radius;
const PxReal d = manualNormalize(hit.normal, delta, d2);
hit.distance = d - radiusSum ;
hit.position = sphere0.center + hit.normal * sphere0.radius;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool physx::Gu::computeSphere_CapsuleMTD( const Sphere& sphere, const Capsule& capsule, PxSweepHit& hit)
{
const PxReal radiusSum = sphere.radius + capsule.radius;
PxReal u;
distancePointSegmentSquared(capsule, sphere.center, &u);
const PxVec3 normal = capsule.getPointAt(u) - sphere.center;
const PxReal lenSq = normal.magnitudeSquared();
const PxF32 d = manualNormalize(hit.normal, normal, lenSq);
hit.distance = d - radiusSum;
hit.position = sphere.center + hit.normal * sphere.radius;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool physx::Gu::computeCapsule_CapsuleMTD(const Capsule& capsule0, const Capsule& capsule1, PxSweepHit& hit)
{
PxReal s,t;
distanceSegmentSegmentSquared(capsule0, capsule1, &s, &t);
const PxReal radiusSum = capsule0.radius + capsule1.radius;
const PxVec3 pointAtCapsule0 = capsule0.getPointAt(s);
const PxVec3 pointAtCapsule1 = capsule1.getPointAt(t);
const PxVec3 normal = pointAtCapsule0 - pointAtCapsule1;
const PxReal lenSq = normal.magnitudeSquared();
const PxF32 len = manualNormalize(hit.normal, normal, lenSq);
hit.distance = len - radiusSum;
hit.position = pointAtCapsule1 + hit.normal * capsule1.radius;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool physx::Gu::computePlane_CapsuleMTD(const PxPlane& plane, const Capsule& capsule, PxSweepHit& hit)
{
const PxReal d0 = plane.distance(capsule.p0);
const PxReal d1 = plane.distance(capsule.p1);
PxReal dmin;
PxVec3 point;
if(d0 < d1)
{
dmin = d0;
point = capsule.p0;
}
else
{
dmin = d1;
point = capsule.p1;
}
hit.normal = plane.n;
hit.distance = dmin - capsule.radius;
hit.position = point - hit.normal * dmin;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool physx::Gu::computePlane_BoxMTD(const PxPlane& plane, const Box& box, PxSweepHit& hit)
{
PxVec3 pts[8];
box.computeBoxPoints(pts);
PxReal dmin = plane.distance(pts[0]);
PxU32 index = 0;
for(PxU32 i=1;i<8;i++)
{
const PxReal d = plane.distance(pts[i]);
if(dmin > d)
{
index = i;
dmin = d;
}
}
hit.normal = plane.n;
hit.distance = dmin;
hit.position = pts[index] - plane.n*dmin;
return true;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool physx::Gu::computePlane_ConvexMTD(const PxPlane& plane, const PxConvexMeshGeometry& convexGeom, const PxTransform& convexPose, PxSweepHit& hit)
{
const ConvexMesh* convexMesh = static_cast<const ConvexMesh*>(convexGeom.convexMesh);
const Cm::FastVertex2ShapeScaling convexScaling(convexGeom.scale);
PxU32 nbVerts = convexMesh->getNbVerts();
const PxVec3* PX_RESTRICT verts = convexMesh->getVerts();
PxVec3 worldPointMin = convexPose.transform(convexScaling * verts[0]);
PxReal dmin = plane.distance(worldPointMin);
for(PxU32 i=1;i<nbVerts;i++)
{
const PxVec3 worldPoint = convexPose.transform(convexScaling * verts[i]);
const PxReal d = plane.distance(worldPoint);
if(dmin > d)
{
dmin = d;
worldPointMin = worldPoint;
}
}
hit.normal = plane.n;
hit.distance = dmin;
hit.position = worldPointMin - plane.n * dmin;
return true;
}
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