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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.
#ifndef GU_BARYCENTRIC_COORDINATES_H
#define GU_BARYCENTRIC_COORDINATES_H
#include "PxPhysXCommonConfig.h"
#include "CmPhysXCommon.h"
#include "PsVecMath.h"
namespace physx
{
namespace Gu
{
//calculate the barycentric coorinates for a point in a segment
void barycentricCoordinates(const Ps::aos::Vec3VArg p,
const Ps::aos::Vec3VArg a,
const Ps::aos::Vec3VArg b,
Ps::aos::FloatV& v);
//calculate the barycentric coorinates for a point in a triangle
void barycentricCoordinates(const Ps::aos::Vec3VArg p,
const Ps::aos::Vec3VArg a,
const Ps::aos::Vec3VArg b,
const Ps::aos::Vec3VArg c,
Ps::aos::FloatV& v,
Ps::aos::FloatV& w);
void barycentricCoordinates(const Ps::aos::Vec3VArg v0,
const Ps::aos::Vec3VArg v1,
const Ps::aos::Vec3VArg v2,
Ps::aos::FloatV& v,
Ps::aos::FloatV& w);
PX_INLINE Ps::aos::BoolV isValidTriangleBarycentricCoord(const Ps::aos::FloatVArg v, const Ps::aos::FloatVArg w)
{
using namespace Ps::aos;
const FloatV zero = FNeg(FEps());
const FloatV one = FAdd(FOne(), FEps());
const BoolV con0 = BAnd(FIsGrtrOrEq(v, zero), FIsGrtrOrEq(one, v));
const BoolV con1 = BAnd(FIsGrtrOrEq(w, zero), FIsGrtrOrEq(one, w));
const BoolV con2 = FIsGrtr(one, FAdd(v, w));
return BAnd(con0, BAnd(con1, con2));
}
PX_INLINE Ps::aos::BoolV isValidTriangleBarycentricCoord2(const Ps::aos::Vec4VArg vwvw)
{
using namespace Ps::aos;
const Vec4V eps = V4Splat(FEps());
const Vec4V zero =V4Neg(eps);
const Vec4V one = V4Add(V4One(), eps);
const Vec4V v0v1v0v1 = V4PermXZXZ(vwvw);
const Vec4V w0w1w0w1 = V4PermYWYW(vwvw);
const BoolV con0 = BAnd(V4IsGrtrOrEq(v0v1v0v1, zero), V4IsGrtrOrEq(one, v0v1v0v1));
const BoolV con1 = BAnd(V4IsGrtrOrEq(w0w1w0w1, zero), V4IsGrtrOrEq(one, w0w1w0w1));
const BoolV con2 = V4IsGrtr(one, V4Add(v0v1v0v1, w0w1w0w1));
return BAnd(con0, BAnd(con1, con2));
}
} // namespace Gu
}
#endif
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