// 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 "extensions/PxDeformableSkinningExt.h" #include "GuAABBTree.h" #include "foundation/PxMathUtils.h" #include "foundation/PxFPU.h" using namespace physx; void PxDeformableSkinningExt::initializeInterpolatedVertices( PxTriangleMeshEmbeddingInfo* embeddingInfo, const PxVec3* guideVertices, const PxVec3* guideNormals, const PxU32* guideTriangles, PxU32 numGuideTriangles, const PxVec3* embeddedVertices, PxU32 numEmbeddedVertices) { PX_UNUSED(guideNormals); //The guideNormals could be used for higher quality embedding infos PX_SIMD_GUARD Gu::TinyBVH bvh; Gu::TinyBVH::constructFromTriangles(guideTriangles, numGuideTriangles, guideVertices, bvh); Gu::ClosestDistanceToTrimeshTraversalController traversalController(guideTriangles, guideVertices, bvh.mTree.begin()); //Implements to most basic variant - lots of room for improvements for (PxU32 i = 0; i < numEmbeddedVertices; ++i) { traversalController.setQueryPoint(embeddedVertices[i]); bvh.Traverse(traversalController); const PxU32 closestTriangleid = traversalController.getClosestTriId(); const PxU32* tri = &guideTriangles[3 * closestTriangleid]; const PxVec3& v0 = guideVertices[tri[0]]; const PxVec3& v1 = guideVertices[tri[1]]; const PxVec3& v2 = guideVertices[tri[2]]; const PxVec3 closestPoint = traversalController.getClosestPoint(); PxVec3 triNormal = (v1 - v0).cross(v2 - v0); triNormal.normalize(); PxVec3 distVec = (embeddedVertices[i] - closestPoint); PxReal normalOffset = distVec.dot(triNormal); PxVec3 projPoint = embeddedVertices[i] - normalOffset*triNormal; PxVec4 barycentric; PxComputeBarycentric(v0, v1, v2, projPoint, barycentric); embeddingInfo[i] = PxTriangleMeshEmbeddingInfo(PxVec2(barycentric.x, barycentric.y), normalOffset, closestTriangleid); } } void PxDeformableSkinningExt::initializeInterpolatedVertices( PxTetrahedronMeshEmbeddingInfo* embeddingInfo, const PxVec3* guideVertices, const PxU32* guideTetrahedra, PxU32 numGuideTetrahedra, const PxVec3* embeddedVertices, PxU32 numEmbeddedVertices ) { PX_SIMD_GUARD Gu::TinyBVH bvh; Gu::TinyBVH::constructFromTetrahedra(guideTetrahedra, numGuideTetrahedra, guideVertices, bvh); Gu::ClosestDistanceToTetmeshTraversalController traversalController(guideTetrahedra, guideVertices, bvh.mTree.begin()); //Implements to most basic variant - lots of room for improvements for (PxU32 i = 0; i < numEmbeddedVertices; ++i) { traversalController.setQueryPoint(embeddedVertices[i]); bvh.Traverse(traversalController); const PxU32 closestTetid = traversalController.getClosestTetId(); const PxU32* tet = &guideTetrahedra[4 * closestTetid]; const PxVec3 closestPoint = traversalController.getClosestPoint(); PxVec4 barycentric; PxComputeBarycentric(guideVertices[tet[0]], guideVertices[tet[1]], guideVertices[tet[2]], guideVertices[tet[3]], closestPoint, barycentric); embeddingInfo[i] = PxTetrahedronMeshEmbeddingInfo(barycentric.getXYZ(), closestTetid); } }