// 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. #ifndef GU_DISTANCE_POINT_TETRAHEDRON_H #define GU_DISTANCE_POINT_TETRAHEDRON_H #include "foundation/PxVec3.h" #include "foundation/PxVec4.h" #include "common/PxPhysXCommonConfig.h" #include "GuDistancePointTriangle.h" #include "foundation/PxMathUtils.h" namespace physx { namespace Gu { PX_INLINE PX_CUDA_CALLABLE PxVec4 PointOutsideOfPlane4(const PxVec3& p, const PxVec3& _a, const PxVec3& _b, const PxVec3& _c, const PxVec3& _d) { const PxVec3 ap = p - _a; const PxVec3 ab = _b - _a; const PxVec3 ac = _c - _a; const PxVec3 ad = _d - _a; const PxVec3 v0 = ab.cross(ac); const float signa0 = v0.dot(ap); const float signd0 = v0.dot(ad);// V3Dot(v0, _d); const PxVec3 v1 = ac.cross(ad); const float signa1 = v1.dot(ap); const float signd1 = v1.dot(ab); const PxVec3 v2 = ad.cross(ab); const float signa2 = v2.dot(ap); const float signd2 = v2.dot(ac);// V3Dot(v2, _c); const PxVec3 bd = _d - _b; const PxVec3 bc = _c - _b; const PxVec3 v3 = bd.cross(bc); const float signd3 = v3.dot(p - _b); const float signa3 = v3.dot(_a - _b); //if combined signDist is least zero, p is outside of that face PxVec4 result = PxVec4(signa0 * signd0, signa1 * signd1, signa2 * signd2, signa3 * signd3); return result; } PX_PHYSX_COMMON_API PxVec3 closestPtPointTetrahedron(const PxVec3& p, const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& d, const PxVec4& result); PX_INLINE PX_CUDA_CALLABLE PxVec3 closestPtPointTetrahedron(const PxVec3& p, const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& d) { const PxVec3 ab = b - a; const PxVec3 ac = c - a; const PxVec3 ad = d - a; const PxVec3 bc = c - b; const PxVec3 bd = d - b; //point to face 0, 1, 2 PxVec3 bestClosestPt = closestPtPointTriangle2(p, a, b, c, ab, ac); PxVec3 diff = bestClosestPt - p; PxReal bestSqDist = diff.dot(diff); // 0, 2, 3 PxVec3 closestPt = closestPtPointTriangle2(p, a, c, d, ac, ad); diff = closestPt - p; PxReal sqDist = diff.dot(diff); if (sqDist < bestSqDist) { bestClosestPt = closestPt; bestSqDist = sqDist; } // 0, 3, 1 closestPt = closestPtPointTriangle2(p, a, d, b, ad, ab); diff = closestPt - p; sqDist = diff.dot(diff); if (sqDist < bestSqDist) { bestClosestPt = closestPt; bestSqDist = sqDist; } // 1, 3, 2 closestPt = closestPtPointTriangle2(p, b, d, c, bd, bc); diff = closestPt - p; sqDist = diff.dot(diff); if (sqDist < bestSqDist) { bestClosestPt = closestPt; bestSqDist = sqDist; } return bestClosestPt; } PX_INLINE PX_CUDA_CALLABLE PxVec3 closestPtPointTetrahedronWithInsideCheck(const PxVec3& p, const PxVec3& a, const PxVec3& b, const PxVec3& c, const PxVec3& d, const PxReal eps = 0) { PxVec4 tmpBarycentric; PxComputeBarycentric(a, b, c, d, p, tmpBarycentric); if ((tmpBarycentric.x >= -eps && tmpBarycentric.x <= 1.f + eps) && (tmpBarycentric.y >= -eps && tmpBarycentric.y <= 1.f + eps) && (tmpBarycentric.z >= -eps && tmpBarycentric.z <= 1.f + eps) && (tmpBarycentric.w >= -eps && tmpBarycentric.w <= 1.f + eps)) return p; return closestPtPointTetrahedron(p, a, b, c, d); } } } #endif