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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// 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);
}
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