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All rights reserved. #ifndef GU_DISTANCE_POINT_TRIANGLE_H #define GU_DISTANCE_POINT_TRIANGLE_H #include "foundation/PxVec3.h" #include "common/PxPhysXCommonConfig.h" #include "foundation/PxVecMath.h" namespace physx { namespace Gu { // PT: special version: // - inlined // - doesn't compute (s,t) output params // - expects precomputed edges in input PX_FORCE_INLINE PX_CUDA_CALLABLE PxVec3 closestPtPointTriangle2(const PxVec3& p, const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& ab, const PxVec3& ac) { // Check if P in vertex region outside A //const PxVec3 ab = b - a; //const PxVec3 ac = c - a; const PxVec3 ap = p - a; const float d1 = ab.dot(ap); const float d2 = ac.dot(ap); if(d1<=0.0f && d2<=0.0f) return a; // Barycentric coords 1,0,0 // Check if P in vertex region outside B const PxVec3 bp = p - b; const float d3 = ab.dot(bp); const float d4 = ac.dot(bp); if(d3>=0.0f && d4<=d3) return b; // Barycentric coords 0,1,0 // Check if P in edge region of AB, if so return projection of P onto AB const float vc = d1*d4 - d3*d2; if(vc<=0.0f && d1>=0.0f && d3<=0.0f) { const float v = d1 / (d1 - d3); return a + v * ab; // barycentric coords (1-v, v, 0) } // Check if P in vertex region outside C const PxVec3 cp = p - c; const float d5 = ab.dot(cp); const float d6 = ac.dot(cp); if(d6>=0.0f && d5<=d6) return c; // Barycentric coords 0,0,1 // Check if P in edge region of AC, if so return projection of P onto AC const float vb = d5*d2 - d1*d6; if(vb<=0.0f && d2>=0.0f && d6<=0.0f) { const float w = d2 / (d2 - d6); return a + w * ac; // barycentric coords (1-w, 0, w) } // Check if P in edge region of BC, if so return projection of P onto BC const float va = d3*d6 - d5*d4; if(va<=0.0f && (d4-d3)>=0.0f && (d5-d6)>=0.0f) { const float w = (d4-d3) / ((d4 - d3) + (d5-d6)); return b + w * (c-b); // barycentric coords (0, 1-w, w) } // P inside face region. Compute Q through its barycentric coords (u,v,w) const float denom = 1.0f / (va + vb + vc); const float v = vb * denom; const float w = vc * denom; return a + ab*v + ac*w; } //Scales and translates triangle and query points to fit into the unit box to make calculations less prone to numerical cancellation. //The returned point will still be in the same space as the input points. PX_FORCE_INLINE PX_CUDA_CALLABLE PxVec3 closestPtPointTriangle2UnitBox(const PxVec3& queryPoint, const PxVec3& triA, const PxVec3& triB, const PxVec3& triC) { const PxVec3 min = queryPoint.minimum(triA.minimum(triB.minimum(triC))); const PxVec3 max = queryPoint.maximum(triA.maximum(triB.maximum(triC))); const PxVec3 size = max - min; PxReal invScaling = PxMax(PxMax(size.x, size.y), PxMax(1e-12f, size.z)); PxReal scaling = 1.0f / invScaling; PxVec3 p = (queryPoint - min) * scaling; PxVec3 a = (triA - min) * scaling; PxVec3 b = (triB - min) * scaling; PxVec3 c = (triC - min) * scaling; PxVec3 result = closestPtPointTriangle2(p, a, b, c, b - a, c - a); return result * invScaling + min; } // Given the point `c`, return the closest point on the triangle (1, 0, 0), (0, 1, 0), (0, 0, 1). // This function is a specialization of `Gu::closestPtPointTriangle2` for this specific triangle. PX_FORCE_INLINE PX_CUDA_CALLABLE PxVec3 closestPtPointBaryTriangle(PxVec3 c) { const PxReal third = 1.0f / 3.0f; // constexpr c -= PxVec3(third * (c.x + c.y + c.z - 1.0f)); // two negative: return positive vertex if (c.y < 0.0f && c.z < 0.0f) return PxVec3(1.0f, 0.0f, 0.0f); if (c.x < 0.0f && c.z < 0.0f) return PxVec3(0.0f, 1.0f, 0.0f); if (c.x < 0.0f && c.y < 0.0f) return PxVec3(0.0f, 0.0f, 1.0f); // one negative: return projection onto line if it is on the edge, or the largest vertex otherwise if (c.x < 0.0f) { const PxReal d = c.x * 0.5f; const PxReal y = c.y + d; const PxReal z = c.z + d; if (y > 1.0f) return PxVec3(0.0f, 1.0f, 0.0f); if (z > 1.0f) return PxVec3(0.0f, 0.0f, 1.0f); return PxVec3(0.0f, y, z); } if (c.y < 0.0f) { const PxReal d = c.y * 0.5f; const PxReal x = c.x + d; const PxReal z = c.z + d; if (x > 1.0f) return PxVec3(1.0f, 0.0f, 0.0f); if (z > 1.0f) return PxVec3(0.0f, 0.0f, 1.0f); return PxVec3(x, 0.0f, z); } if (c.z < 0.0f) { const PxReal d = c.z * 0.5f; const PxReal x = c.x + d; const PxReal y = c.y + d; if (x > 1.0f) return PxVec3(1.0f, 0.0f, 0.0f); if (y > 1.0f) return PxVec3(0.0f, 1.0f, 0.0f); return PxVec3(x, y, 0.0f); } return c; } PX_PHYSX_COMMON_API PxVec3 closestPtPointTriangle(const PxVec3& p, const PxVec3& a, const PxVec3& b, const PxVec3& c, float& s, float& t); PX_FORCE_INLINE PxReal distancePointTriangleSquared(const PxVec3& point, const PxVec3& triangleOrigin, const PxVec3& triangleEdge0, const PxVec3& triangleEdge1, PxReal* param0=NULL, PxReal* param1=NULL) { const PxVec3 pt0 = triangleEdge0 + triangleOrigin; const PxVec3 pt1 = triangleEdge1 + triangleOrigin; float s,t; const PxVec3 cp = closestPtPointTriangle(point, triangleOrigin, pt0, pt1, s, t); if(param0) *param0 = s; if(param1) *param1 = t; return (cp - point).magnitudeSquared(); } PX_PHYSX_COMMON_API aos::FloatV distancePointTriangleSquared( const aos::Vec3VArg point, const aos::Vec3VArg a, const aos::Vec3VArg b, const aos::Vec3VArg c, aos::FloatV& u, aos::FloatV& v, aos::Vec3V& closestP); //Scales and translates triangle and query points to fit into the unit box to make calculations less prone to numerical cancellation. //The returned point and squared distance will still be in the same space as the input points. PX_PHYSX_COMMON_API aos::FloatV distancePointTriangleSquared2UnitBox( const aos::Vec3VArg point, const aos::Vec3VArg a, const aos::Vec3VArg b, const aos::Vec3VArg c, aos::FloatV& u, aos::FloatV& v, aos::Vec3V& closestP); } // namespace Gu } #endif