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XCEngine/engine/third_party/physx/source/geomutils/src/distance/GuDistanceTriangleTriangle.cpp

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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) 2008-2025 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 "GuDistanceTriangleTriangle.h"
#include "foundation/PxVecMath.h"
using namespace physx;
using namespace Gu;
using namespace aos;
void edgeEdgeDist(PxVec3& x, PxVec3& y, const PxVec3& p, const PxVec3& a, const PxVec3& q, const PxVec3& b);
float Gu::distanceTriangleTriangleSquared(PxVec3& cp, PxVec3& cq, const PxVec3p p[3], const PxVec3p q[3])
{
PxVec3p Sv[3];
V4StoreU(V4Sub(V4LoadU(&p[1].x), V4LoadU(&p[0].x)), &Sv[0].x);
V4StoreU(V4Sub(V4LoadU(&p[2].x), V4LoadU(&p[1].x)), &Sv[1].x);
V4StoreU(V4Sub(V4LoadU(&p[0].x), V4LoadU(&p[2].x)), &Sv[2].x);
PxVec3p Tv[3];
V4StoreU(V4Sub(V4LoadU(&q[1].x), V4LoadU(&q[0].x)), &Tv[0].x);
V4StoreU(V4Sub(V4LoadU(&q[2].x), V4LoadU(&q[1].x)), &Tv[1].x);
V4StoreU(V4Sub(V4LoadU(&q[0].x), V4LoadU(&q[2].x)), &Tv[2].x);
PxVec3 minP, minQ;
bool shown_disjoint = false;
float mindd = PX_MAX_F32;
for(PxU32 i=0;i<3;i++)
{
for(PxU32 j=0;j<3;j++)
{
edgeEdgeDist(cp, cq, p[i], Sv[i], q[j], Tv[j]);
const PxVec3 V = cq - cp;
const float dd = V.dot(V);
if(dd<=mindd)
{
minP = cp;
minQ = cq;
mindd = dd;
PxU32 id = i+2;
if(id>=3)
id-=3;
PxVec3 Z = p[id] - cp;
float a = Z.dot(V);
id = j+2;
if(id>=3)
id-=3;
Z = q[id] - cq;
float b = Z.dot(V);
if((a<=0.0f) && (b>=0.0f))
return V.dot(V);
if(a<=0.0f) a = 0.0f;
else if(b>0.0f) b = 0.0f;
if((mindd - a + b) > 0.0f)
shown_disjoint = true;
}
}
}
PxVec3 Sn = Sv[0].cross(Sv[1]);
float Snl = Sn.dot(Sn);
if(Snl>1e-15f)
{
const PxVec3 Tp((p[0] - q[0]).dot(Sn),
(p[0] - q[1]).dot(Sn),
(p[0] - q[2]).dot(Sn));
int index = -1;
if((Tp[0]>0.0f) && (Tp[1]>0.0f) && (Tp[2]>0.0f))
{
if(Tp[0]<Tp[1]) index = 0; else index = 1;
if(Tp[2]<Tp[index]) index = 2;
}
else if((Tp[0]<0.0f) && (Tp[1]<0.0f) && (Tp[2]<0.0f))
{
if(Tp[0]>Tp[1]) index = 0; else index = 1;
if(Tp[2]>Tp[index]) index = 2;
}
if(index >= 0)
{
shown_disjoint = true;
const PxVec3& qIndex = q[index];
PxVec3 V = qIndex - p[0];
PxVec3 Z = Sn.cross(Sv[0]);
if(V.dot(Z)>0.0f)
{
V = qIndex - p[1];
Z = Sn.cross(Sv[1]);
if(V.dot(Z)>0.0f)
{
V = qIndex - p[2];
Z = Sn.cross(Sv[2]);
if(V.dot(Z)>0.0f)
{
cp = qIndex + Sn * Tp[index]/Snl;
cq = qIndex;
return (cp - cq).magnitudeSquared();
}
}
}
}
}
PxVec3 Tn = Tv[0].cross(Tv[1]);
float Tnl = Tn.dot(Tn);
if(Tnl>1e-15f)
{
const PxVec3 Sp((q[0] - p[0]).dot(Tn),
(q[0] - p[1]).dot(Tn),
(q[0] - p[2]).dot(Tn));
int index = -1;
if((Sp[0]>0.0f) && (Sp[1]>0.0f) && (Sp[2]>0.0f))
{
if(Sp[0]<Sp[1]) index = 0; else index = 1;
if(Sp[2]<Sp[index]) index = 2;
}
else if((Sp[0]<0.0f) && (Sp[1]<0.0f) && (Sp[2]<0.0f))
{
if(Sp[0]>Sp[1]) index = 0; else index = 1;
if(Sp[2]>Sp[index]) index = 2;
}
if(index >= 0)
{
shown_disjoint = true;
const PxVec3& pIndex = p[index];
PxVec3 V = pIndex - q[0];
PxVec3 Z = Tn.cross(Tv[0]);
if(V.dot(Z)>0.0f)
{
V = pIndex - q[1];
Z = Tn.cross(Tv[1]);
if(V.dot(Z)>0.0f)
{
V = pIndex - q[2];
Z = Tn.cross(Tv[2]);
if(V.dot(Z)>0.0f)
{
cp = pIndex;
cq = pIndex + Tn * Sp[index]/Tnl;
return (cp - cq).magnitudeSquared();
}
}
}
}
}
if(shown_disjoint)
{
cp = minP;
cq = minQ;
return mindd;
}
else return 0.0f;
}