aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/GeomUtils/src/mesh/GuSweepConvexTri.h
blob: d6a4b6cf2ea42dfa64edef2e94c2294e5c471cd2 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
//
// 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_SWEEP_CONVEX_TRI
#define GU_SWEEP_CONVEX_TRI

#include "GuVecTriangle.h"
#include "GuVecConvexHull.h"
#include "GuConvexMesh.h"
#include "PxConvexMeshGeometry.h"
#include "GuGJKRaycast.h"

// return true if hit, false if no hit
static PX_FORCE_INLINE bool sweepConvexVsTriangle(
	const PxVec3& v0, const PxVec3& v1, const PxVec3& v2,
	ConvexHullV& convexHull, const Ps::aos::PsMatTransformV& meshToConvex, const Ps::aos::PsTransformV& convexTransfV,
	const Ps::aos::Vec3VArg convexSpaceDir, const PxVec3& unitDir, const PxVec3& meshSpaceUnitDir,
	const Ps::aos::FloatVArg fullDistance, PxReal shrunkDistance,
	PxSweepHit& hit, bool isDoubleSided, const PxReal inflation, bool& initialOverlap, PxU32 faceIndex)
{
	using namespace Ps::aos;
	if(!isDoubleSided)
	{
		// Create triangle normal
		const PxVec3 denormalizedNormal = (v1 - v0).cross(v2 - v1);

		// Backface culling
		// PT: WARNING, the test is reversed compared to usual because we pass -unitDir to this function
		const bool culled = denormalizedNormal.dot(meshSpaceUnitDir) <= 0.0f;
		if(culled)
			return false;
	}

	const Vec3V zeroV = V3Zero();
	const FloatV zero = FZero();

	const Vec3V p0 = V3LoadU(v0); // in mesh local space
	const Vec3V	p1 = V3LoadU(v1);
	const Vec3V p2 = V3LoadU(v2);

	// transform triangle verts from mesh local to convex local space
	TriangleV triangleV(meshToConvex.transform(p0), meshToConvex.transform(p1), meshToConvex.transform(p2));

	FloatV toi;
	Vec3V closestA,normal;

	LocalConvex<TriangleV> convexA(triangleV);
	LocalConvex<ConvexHullV> convexB(convexHull);
	const Vec3V initialSearchDir = V3Sub(triangleV.getCenter(), convexHull.getCenter());
	// run GJK raycast
	// sweep triangle in convex local space vs convex, closestA will be the impact point in convex local space
	const bool gjkHit = gjkRaycastPenetration<LocalConvex<TriangleV>, LocalConvex<ConvexHullV> >(
		convexA, convexB, initialSearchDir, zero, zeroV, convexSpaceDir, toi, normal, closestA, inflation, false);
	if(!gjkHit)
		return false;

	if(FAllGrtrOrEq(zero, toi))
	{
		initialOverlap	= true;	// PT: TODO: redundant with hit distance, consider removing
		return setInitialOverlapResults(hit, unitDir, faceIndex);
	}

	const FloatV minDist = FLoad(shrunkDistance);
	const FloatV dist = FMul(toi, fullDistance); // scale the toi to original full sweep distance
	if(FAllGrtr(minDist, dist)) // is current dist < minDist?
	{
		hit.faceIndex	= faceIndex;
		hit.flags		= PxHitFlag::eDISTANCE | PxHitFlag::ePOSITION | PxHitFlag::eNORMAL | PxHitFlag::eFACE_INDEX;
		const Vec3V destWorldPointA = convexTransfV.transform(closestA);
		const Vec3V destNormal = V3Normalize(convexTransfV.rotate(normal));
		V3StoreU(destWorldPointA, hit.position);
		V3StoreU(destNormal, hit.normal);
		FStore(dist, &hit.distance);
		return true; // report a hit
	}
	return false; // report no hit
}

#endif