// 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. #include "GuTetrahedronMeshUtils.h" #include "GuDistancePointTetrahedron.h" namespace physx { namespace Gu { void convertDeformableVolumeCollisionToSimMeshTets(const PxTetrahedronMesh& simMesh, const DeformableVolumeAuxData& simState, const BVTetrahedronMesh& collisionMesh, PxU32 inTetId, const PxVec4& inTetBarycentric, PxU32& outTetId, PxVec4& outTetBarycentric, bool bClampToClosestPoint) { if (inTetId == 0xFFFFFFFF) { outTetId = 0xFFFFFFFF; outTetBarycentric = PxVec4(0.0f); return; } // Map from CPU tet ID (corresponds to the ID in the BV4 mesh) to the GPU tet ID (corresponds to the ID in // the BV32 mesh) inTetId = collisionMesh.mGRB_faceRemapInverse[inTetId]; const PxU32 endIdx = simState.mTetsAccumulatedRemapColToSim[inTetId]; const PxU32 startIdx = inTetId != 0 ? simState.mTetsAccumulatedRemapColToSim[inTetId - 1] : 0; const PxU32* const tetRemapColToSim = simState.mTetsRemapColToSim; typedef PxVec4T uint4; const uint4* const collInds = reinterpret_cast(collisionMesh.mGRB_tetraIndices /*collisionMesh->mTetrahedrons*/); const uint4* const simInds = reinterpret_cast(simMesh.getTetrahedrons()); const PxVec3* const collVerts = collisionMesh.mVertices; const PxVec3* const simVerts = simMesh.getVertices(); const uint4 ind = collInds[inTetId]; const PxVec3 point = collVerts[ind.x] * inTetBarycentric.x + collVerts[ind.y] * inTetBarycentric.y + collVerts[ind.z] * inTetBarycentric.z + collVerts[ind.w] * inTetBarycentric.w; PxReal currDist = PX_MAX_F32; for (PxU32 i = startIdx; i < endIdx; ++i) { const PxU32 simTet = tetRemapColToSim[i]; const uint4 simInd = simInds[simTet]; const PxVec3 a = simVerts[simInd.x]; const PxVec3 b = simVerts[simInd.y]; const PxVec3 c = simVerts[simInd.z]; const PxVec3 d = simVerts[simInd.w]; const PxVec3 tmpClosest = closestPtPointTetrahedronWithInsideCheck(point, a, b, c, d); const PxVec3 v = point - tmpClosest; const PxReal tmpDist = v.dot(v); if (tmpDist < currDist) { PxVec4 tmpBarycentric; if (bClampToClosestPoint) PxComputeBarycentric(a, b, c, d, tmpClosest, tmpBarycentric); else PxComputeBarycentric(a, b, c, d, point, tmpBarycentric); currDist = tmpDist; outTetId = simTet; outTetBarycentric = tmpBarycentric; if (tmpDist < 1e-6f) break; } } PX_ASSERT(outTetId != 0xFFFFFFFF); } PxVec4 addAxisToSimMeshBarycentric(const PxTetrahedronMesh& simMesh, const PxU32 simTetId, const PxVec4& simBary, const PxVec3& axis) { const PxVec3* simMeshVerts = simMesh.getVertices(); PxVec3 tetVerts[4]; if(simMesh.getTetrahedronMeshFlags() & PxTetrahedronMeshFlag::e16_BIT_INDICES) { const PxU16* indices = reinterpret_cast(simMesh.getTetrahedrons()); tetVerts[0] = simMeshVerts[indices[simTetId*4 + 0]]; tetVerts[1] = simMeshVerts[indices[simTetId*4 + 1]]; tetVerts[2] = simMeshVerts[indices[simTetId*4 + 2]]; tetVerts[3] = simMeshVerts[indices[simTetId*4 + 3]]; } else { const PxU32* indices = reinterpret_cast(simMesh.getTetrahedrons()); tetVerts[0] = simMeshVerts[indices[simTetId*4 + 0]]; tetVerts[1] = simMeshVerts[indices[simTetId*4 + 1]]; tetVerts[2] = simMeshVerts[indices[simTetId*4 + 2]]; tetVerts[3] = simMeshVerts[indices[simTetId*4 + 3]]; } const PxVec3 simPoint = tetVerts[0]*simBary.x + tetVerts[1]*simBary.y + tetVerts[2]*simBary.z + tetVerts[3]*simBary.w; const PxVec3 offsetPoint = simPoint + axis; PxVec4 offsetBary; PxComputeBarycentric(tetVerts[0], tetVerts[1], tetVerts[2], tetVerts[3], offsetPoint, offsetBary); return offsetBary; } } }