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XCEngine/engine/third_party/physx/source/geomutils/src/hf/GuHeightFieldUtil.h

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// 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_HEIGHTFIELD_UTIL_H
#define GU_HEIGHTFIELD_UTIL_H
#include "geometry/PxHeightFieldGeometry.h"
#include "geometry/PxTriangle.h"
#include "foundation/PxBasicTemplates.h"
#include "foundation/PxSIMDHelpers.h"
#include "GuHeightField.h"
#include "../intersection/GuIntersectionRayTriangle.h"
#include "../intersection/GuIntersectionRayBox.h"
namespace physx
{
#define HF_SWEEP_REPORT_BUFFER_SIZE 64
#define HF_OVERLAP_REPORT_BUFFER_SIZE 64
namespace Gu
{
class OverlapReport;
// PT: this is used in the context of sphere-vs-heightfield overlaps
PX_FORCE_INLINE PxVec3 getLocalSphereData(PxBounds3& localBounds, const PxTransform& pose0, const PxTransform& pose1, float radius)
{
const PxVec3 localSphereCenter = pose1.transformInv(pose0.p);
const PxVec3 extents(radius);
localBounds.minimum = localSphereCenter - extents;
localBounds.maximum = localSphereCenter + extents;
return localSphereCenter;
}
PX_FORCE_INLINE PxBounds3 getLocalCapsuleBounds(float radius, float halfHeight)
{
const PxVec3 extents(halfHeight + radius, radius, radius);
return PxBounds3(-extents, extents);
}
class PX_PHYSX_COMMON_API HeightFieldUtil
{
public:
PxReal mOneOverRowScale;
PxReal mOneOverHeightScale;
PxReal mOneOverColumnScale;
const Gu::HeightField* mHeightField;
const PxHeightFieldGeometry* mHfGeom;
PX_FORCE_INLINE HeightFieldUtil(const PxHeightFieldGeometry& hfGeom) : mHeightField(static_cast<const Gu::HeightField*>(hfGeom.heightField)), mHfGeom(&hfGeom)
{
const PxReal absRowScale = PxAbs(mHfGeom->rowScale);
const PxReal absColScale = PxAbs(mHfGeom->columnScale);
//warning #1931-D on WIIU: sizeof is not a type, variable, or dereferenced pointer expression
PX_COMPILE_TIME_ASSERT(sizeof(reinterpret_cast<PxHeightFieldSample*>(0)->height) == 2);
//PxReal minHeightPerSample = PX_MIN_HEIGHTFIELD_Y_SCALE;
PX_ASSERT(mHfGeom->heightScale >= PX_MIN_HEIGHTFIELD_Y_SCALE);
PX_ASSERT(absRowScale >= PX_MIN_HEIGHTFIELD_XZ_SCALE);
PX_ASSERT(absColScale >= PX_MIN_HEIGHTFIELD_XZ_SCALE);
PX_UNUSED(absRowScale);
PX_UNUSED(absColScale);
//using physx::intrinsics::fsel;
//mOneOverHeightScale = fsel(mHfGeom->heightScale - minHeightPerSample, 1.0f / mHfGeom->heightScale, 1.0f / minHeightPerSample);
mOneOverHeightScale = 1.0f / mHfGeom->heightScale;
mOneOverRowScale = 1.0f / mHfGeom->rowScale;
mOneOverColumnScale = 1.0f / mHfGeom->columnScale;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE const Gu::HeightField& getHeightField() const { return *mHeightField; }
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxHeightFieldGeometry& getHeightFieldGeometry() const { return *mHfGeom; }
PX_FORCE_INLINE PxReal getOneOverRowScale() const { return mOneOverRowScale; }
PX_FORCE_INLINE PxReal getOneOverHeightScale() const { return mOneOverHeightScale; }
PX_FORCE_INLINE PxReal getOneOverColumnScale() const { return mOneOverColumnScale; }
void computeLocalBounds(PxBounds3& bounds) const;
PX_FORCE_INLINE PxReal getHeightAtShapePoint(PxReal x, PxReal z) const
{
return mHfGeom->heightScale * mHeightField->getHeightInternal(x * mOneOverRowScale, z * mOneOverColumnScale);
}
PX_FORCE_INLINE PxVec3 getNormalAtShapePoint(PxReal x, PxReal z) const
{
return mHeightField->getNormal_(x * mOneOverRowScale, z * mOneOverColumnScale, mOneOverRowScale, mOneOverHeightScale, mOneOverColumnScale);
}
PxU32 getTriangle(const PxTransform&, PxTriangle& worldTri, PxU32* vertexIndices, PxU32* adjacencyIndices, PxTriangleID triangleIndex, bool worldSpaceTranslation=true, bool worldSpaceRotation=true) const;
void overlapAABBTriangles(const PxBounds3& localBounds, OverlapReport& callback, PxU32 batchSize=HF_OVERLAP_REPORT_BUFFER_SIZE) const;
PX_FORCE_INLINE void overlapAABBTriangles0to1(const PxTransform& pose0to1, const PxBounds3& bounds0, OverlapReport& callback, PxU32 batchSize=HF_OVERLAP_REPORT_BUFFER_SIZE) const
{
// PT: TODO: optimize PxBounds3::transformFast
//overlapAABBTriangles(PxBounds3::transformFast(pose0to1, bounds0), callback, batchSize);
{
// PT: below is the equivalent, slightly faster code. Still not optimal but better.
// PT: TODO: refactor with GuBounds.cpp
const PxMat33Padded basis(pose0to1.q);
// PT: TODO: pass c/e directly
const PxBounds3 b = PxBounds3::basisExtent(pose0to1.transform(bounds0.getCenter()), basis, bounds0.getExtents());
overlapAABBTriangles(b, callback, batchSize);
}
}
PX_FORCE_INLINE void overlapAABBTriangles(const PxTransform& pose1, const PxBounds3& bounds0, OverlapReport& callback, PxU32 batchSize=HF_OVERLAP_REPORT_BUFFER_SIZE) const
{
overlapAABBTriangles0to1(pose1.getInverse(), bounds0, callback, batchSize);
}
PX_FORCE_INLINE void overlapAABBTriangles(const PxTransform& pose0, const PxTransform& pose1, const PxBounds3& bounds0, OverlapReport& callback, PxU32 batchSize=HF_OVERLAP_REPORT_BUFFER_SIZE) const
{
overlapAABBTriangles0to1(pose1.transformInv(pose0), bounds0, callback, batchSize);
}
PX_FORCE_INLINE PxVec3 hf2shapen(const PxVec3& v) const
{
return PxVec3(v.x * mOneOverRowScale, v.y * mOneOverHeightScale, v.z * mOneOverColumnScale);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 shape2hfp(const PxVec3& v) const
{
return PxVec3(v.x * mOneOverRowScale, v.y * mOneOverHeightScale, v.z * mOneOverColumnScale);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 hf2shapep(const PxVec3& v) const
{
return PxVec3(v.x * mHfGeom->rowScale, v.y * mHfGeom->heightScale, v.z * mHfGeom->columnScale);
}
PX_INLINE PxVec3 hf2worldp(const PxTransform& pose, const PxVec3& v) const
{
const PxVec3 s = hf2shapep(v);
return pose.transform(s);
}
PX_INLINE PxVec3 hf2worldn(const PxTransform& pose, const PxVec3& v) const
{
const PxVec3 s = hf2shapen(v);
return pose.q.rotate(s);
}
};
class PX_PHYSX_COMMON_API HeightFieldTraceUtil : public HeightFieldUtil
{
public:
PX_FORCE_INLINE HeightFieldTraceUtil(const PxHeightFieldGeometry& hfGeom) : HeightFieldUtil(hfGeom) {}
// floor and ceil don't clamp down exact integers but we want that
static PX_FORCE_INLINE PxF32 floorDown(PxF32 x) { PxF32 f = PxFloor(x); return (f == x) ? f-1 : f; }
static PX_FORCE_INLINE PxF32 ceilUp (PxF32 x) { PxF32 f = PxCeil (x); return (f == x) ? f+1 : f; }
// helper class for testing triangle height and reporting the overlapped triangles
template<class T>
class OverlapTraceSegment
{
public:
// helper rectangle struct
struct OverlapRectangle
{
PxI32 mMinu;
PxI32 mMaxu;
PxI32 mMinv;
PxI32 mMaxv;
void invalidate()
{
mMinu = 1;
mMaxu = -1;
mMinv = 1;
mMaxv = -1;
}
};
// helper line struct
struct OverlapLine
{
bool mColumn;
PxI32 mLine;
PxI32 mMin;
PxI32 mMax;
void invalidate()
{
mMin = 1;
mMax = -1;
}
};
public:
void operator = (OverlapTraceSegment&) {}
OverlapTraceSegment(const HeightFieldUtil& hfUtil,const Gu::HeightField& hf)
: mInitialized(false), mHfUtil(hfUtil), mHf(hf), mNbIndices(0) {}
PX_FORCE_INLINE bool initialized() const { return mInitialized; }
// prepare for iterations, set the expand u|v
PX_INLINE void prepare(const PxVec3& aP0, const PxVec3& aP1, const PxVec3& overlapObjectExtent, PxF32& expandu, PxF32& expandv)
{
// height test bounds
mMinY = (PxMin(aP1.y,aP0.y) - overlapObjectExtent.y) * mHfUtil.getOneOverHeightScale();
mMaxY = (PxMax(aP1.y,aP0.y) + overlapObjectExtent.y) * mHfUtil.getOneOverHeightScale();
// sets the clipping variables
mMinRow = PxI32(mHf.getMinRow((PxMin(aP1.x,aP0.x) - overlapObjectExtent.x)* mHfUtil.getOneOverRowScale()));
mMaxRow = PxI32(mHf.getMaxRow((PxMax(aP1.x,aP0.x) + overlapObjectExtent.x)* mHfUtil.getOneOverRowScale()));
mMinColumn = PxI32(mHf.getMinColumn((PxMin(aP1.z,aP0.z) - overlapObjectExtent.z)* mHfUtil.getOneOverColumnScale()));
mMaxColumn = PxI32(mHf.getMaxColumn((PxMax(aP1.z,aP0.z) + overlapObjectExtent.z)* mHfUtil.getOneOverColumnScale()));
// sets the expanded u|v coordinates
expandu = PxCeil(overlapObjectExtent.x*mHfUtil.getOneOverRowScale());
expandv = PxCeil(overlapObjectExtent.z*mHfUtil.getOneOverColumnScale());
// sets the offset that will be overlapped in each axis
mOffsetU = PxI32(expandu) + 1;
mOffsetV = PxI32(expandv) + 1;
}
// sets all necessary variables and makes initial rectangle setup and overlap
PX_INLINE bool init(const PxI32 ui, const PxI32 vi, const PxI32 nbVi, const PxI32 step_ui, const PxI32 step_vi, T* aCallback)
{
mInitialized = true;
mCallback = aCallback;
mNumColumns = nbVi;
mStep_ui = step_ui > 0 ? 0 : -1;
mStep_vi = step_vi > 0 ? 0 : -1;
// sets the rectangles
mCurrentRectangle.invalidate();
mPreviousRectangle.mMinu = ui - mOffsetU;
mPreviousRectangle.mMaxu = ui + mOffsetU;
mPreviousRectangle.mMinv = vi - mOffsetV;
mPreviousRectangle.mMaxv = vi + mOffsetV;
// visits all cells in given initial rectangle
if(!visitCells(mPreviousRectangle))
return false;
// reports all overlaps
if(!reportOverlaps())
return false;
return true;
}
// u|v changed, check for new rectangle - compare with previous one and parse
// the added line, which is a result from the rectangle compare
PX_INLINE bool step(const PxI32 ui, const PxI32 vi)
{
mCurrentRectangle.mMinu = ui - mOffsetU;
mCurrentRectangle.mMaxu = ui + mOffsetU;
mCurrentRectangle.mMinv = vi - mOffsetV;
mCurrentRectangle.mMaxv = vi + mOffsetV;
OverlapLine line = OverlapLine();
line.invalidate();
computeRectangleDifference(mCurrentRectangle,mPreviousRectangle,line);
if(!visitCells(line))
return false;
if(!reportOverlaps())
return false;
mPreviousRectangle = mCurrentRectangle;
return true;
}
PX_INLINE void computeRectangleDifference(const OverlapRectangle& currentRectangle, const OverlapRectangle& previousRectangle, OverlapLine& line)
{
// check if u changes - add the row for visit
if(currentRectangle.mMinu != previousRectangle.mMinu)
{
line.mColumn = false;
line.mLine = currentRectangle.mMinu < previousRectangle.mMinu ? currentRectangle.mMinu : currentRectangle.mMaxu;
line.mMin = currentRectangle.mMinv;
line.mMax = currentRectangle.mMaxv;
return;
}
// check if v changes - add the column for visit
if(currentRectangle.mMinv != previousRectangle.mMinv)
{
line.mColumn = true;
line.mLine = currentRectangle.mMinv < previousRectangle.mMinv ? currentRectangle.mMinv : currentRectangle.mMaxv;
line.mMin = currentRectangle.mMinu;
line.mMax = currentRectangle.mMaxu;
}
}
// visits all cells in given rectangle
PX_INLINE bool visitCells(const OverlapRectangle& rectangle)
{
for(PxI32 ui = rectangle.mMinu + mStep_ui; ui <= rectangle.mMaxu + mStep_ui; ui++)
{
if(ui < mMinRow)
continue;
if(ui >= mMaxRow)
break;
for(PxI32 vi = rectangle.mMinv + mStep_vi; vi <= rectangle.mMaxv + mStep_vi; vi++)
{
if(vi < mMinColumn)
continue;
if(vi >= mMaxColumn)
break;
const PxI32 vertexIndex = ui*mNumColumns + vi;
if(!testVertexIndex(PxU32(vertexIndex)))
return false;
}
}
return true;
}
// visits all cells in given line - can be row or column
PX_INLINE bool visitCells(const OverlapLine& line)
{
if(line.mMin > line.mMax)
return true;
if(line.mColumn)
{
const PxI32 vi = line.mLine + mStep_vi;
// early exit if column is out of hf clip area
if(vi < mMinColumn)
return true;
if(vi >= mMaxColumn)
return true;
for(PxI32 ui = line.mMin + mStep_ui; ui <= line.mMax + mStep_ui; ui++)
{
// early exit or continue if row is out of hf clip area
if(ui >= mMaxRow)
break;
// continue if we did not reach the valid area, we can still get there
if(ui < mMinRow)
continue;
// if the cell has not been tested test and report
if(!testVertexIndex(PxU32(mNumColumns * ui + vi)))
return false;
}
}
else
{
const PxI32 ui = line.mLine + mStep_ui;
// early exit if row is out of hf clip area
if(ui < mMinRow)
return true;
if(ui >= mMaxRow)
return true;
for(PxI32 vi = line.mMin + mStep_vi; vi <= line.mMax + mStep_vi; vi++)
{
// early exit or continue if column is out of hf clip area
if(vi >= mMaxColumn)
break;
// continue if we did not reach the valid area, we can still get there
if(vi < mMinColumn)
continue;
// if the cell has not been tested test and report
if(!testVertexIndex(PxU32(mNumColumns * ui + vi)))
return false;
}
}
return true;
}
// does height check and if succeeded adds to report
PX_INLINE bool testVertexIndex(const PxU32 vertexIndex)
{
const PxReal h0 = mHf.getHeight(vertexIndex);
const PxReal h1 = mHf.getHeight(vertexIndex + 1);
const PxReal h2 = mHf.getHeight(vertexIndex + mNumColumns);
const PxReal h3 = mHf.getHeight(vertexIndex + mNumColumns + 1);
// actual height test, if some height pass we accept the cell
if(!((mMaxY < h0 && mMaxY < h1 && mMaxY < h2 && mMaxY < h3) || (mMinY > h0 && mMinY > h1 && mMinY > h2 && mMinY > h3)))
{
// check if the triangle is not a hole
if(mHf.getMaterialIndex0(vertexIndex) != PxHeightFieldMaterial::eHOLE)
{
if(!addIndex(vertexIndex*2))
return false;
}
if(mHf.getMaterialIndex1(vertexIndex) != PxHeightFieldMaterial::eHOLE)
{
if(!addIndex(vertexIndex*2 + 1))
return false;
}
}
return true;
}
// add triangle index, if we get out of buffer size, report them
bool addIndex(PxU32 triangleIndex)
{
if(mNbIndices == HF_SWEEP_REPORT_BUFFER_SIZE)
{
if(!reportOverlaps())
return false;
}
mIndexBuffer[mNbIndices++] = triangleIndex;
return true;
}
PX_FORCE_INLINE bool reportOverlaps()
{
if(mNbIndices)
{
if(!mCallback->onEvent(mNbIndices, mIndexBuffer))
return false;
mNbIndices = 0;
}
return true;
}
private:
bool mInitialized;
const HeightFieldUtil& mHfUtil;
const Gu::HeightField& mHf;
T* mCallback;
PxI32 mOffsetU;
PxI32 mOffsetV;
float mMinY;
float mMaxY;
PxI32 mMinRow;
PxI32 mMaxRow;
PxI32 mMinColumn;
PxI32 mMaxColumn;
PxI32 mNumColumns;
PxI32 mStep_ui;
PxI32 mStep_vi;
OverlapRectangle mPreviousRectangle;
OverlapRectangle mCurrentRectangle;
PxU32 mIndexBuffer[HF_SWEEP_REPORT_BUFFER_SIZE];
PxU32 mNbIndices;
};
// If useUnderFaceCalblack is false, traceSegment will report segment/triangle hits via
// faceHit(const Gu::HeightFieldUtil& hf, const PxVec3& point, PxU32 triangleIndex)
// Otherwise traceSegment will report all triangles the segment passes under via
// underFaceHit(const Gu::HeightFieldUtil& hf, const PxVec3& triNormal, const PxVec3& crossedEdge,
// PxF32 x, PxF32 z, PxF32 rayHeight, PxU32 triangleIndex)
// where x,z is the point of previous intercept in hf coords, rayHeight is at that same point
// crossedEdge is the edge vector crossed from last call to underFaceHit, undefined for first call
// Note that underFaceHit can be called when a line is above a triangle if it's within AABB for that hf cell
// Note that backfaceCull is ignored if useUnderFaceCallback is true
// overlapObjectExtent (localSpace) and overlap are used for triangle collecting using an inflated tracesegment
// Note that hfLocalBounds are passed as a parameter instead of being computed inside the traceSegment.
// The localBounds can be obtained: PxBounds3 hfLocalBounds; hfUtil.computeLocalBounds(hfLocalBounds); and passed as
// a parameter.
template<class T, bool useUnderFaceCallback, bool overlap>
PX_INLINE void traceSegment(const PxVec3& aP0, const PxVec3& rayDir, const float rayLength , T* aCallback, const PxBounds3& hfLocalBounds, bool backfaceCull,
const PxVec3* overlapObjectExtent = NULL) const
{
PxF32 tnear, tfar;
if(!Gu::intersectRayAABB2(hfLocalBounds.minimum, hfLocalBounds.maximum, aP0, rayDir, rayLength, tnear, tfar))
return;
const PxVec3 p0 = aP0 + rayDir * tnear;
const PxVec3 p1 = aP0 + rayDir * tfar;
// helper class used for overlap tests
OverlapTraceSegment<T> overlapTraceSegment(*this, *mHeightField);
// values which expand the HF area
PxF32 expandu = 0.0f, expandv = 0.0f;
if (overlap)
{
// setup overlap variables
overlapTraceSegment.prepare(aP0,aP0 + rayDir*rayLength,*overlapObjectExtent,expandu,expandv);
}
// row = x|u, column = z|v
const PxF32 rowScale = mHfGeom->rowScale, columnScale = mHfGeom->columnScale, heightScale = mHfGeom->heightScale;
const PxI32 nbVi = PxI32(mHeightField->getNbColumnsFast()), nbUi = PxI32(mHeightField->getNbRowsFast());
PX_ASSERT(nbVi > 0 && nbUi > 0);
// clampEps is chosen so that we get a reasonable clamp value for 65536*0.9999999f = 65535.992187500000
const PxF32 clampEps = 1e-7f; // shrink u,v to within 1e-7 away from the world bounds
// we now clamp uvs to [1e-7, rowLimit-1e-7] to avoid out of range uvs and eliminate related checks in the loop
const PxF32 nbUcells = PxF32(nbUi-1)*(1.0f-clampEps), nbVcells = PxF32(nbVi-1)*(1.0f-clampEps);
// if u0,v0 is near an integer, shift up or down in direction opposite to du,dv by PxMax(|u,v|*1e-7, 1e-7)
// (same direction as du,dv for u1,v1)
// we do this to ensure that we get at least one intersection with u or v when near the cell edge to eliminate special cases in the loop
// we need to extend the field for the inflated radius, we will now operate even with negative u|v
// map p0 from (x, z, y) to (u0, v0, h0)
// we need to use the unclamped values, otherwise we change the direction of the traversal
const PxF32 uu0 = p0.x * mOneOverRowScale;
PxF32 u0 = PxMin(PxMax(uu0, 1e-7f - expandu), nbUcells + expandu); // multiplication rescales the u,v grid steps to 1
const PxF32 uv0 = p0.z * mOneOverColumnScale;
PxF32 v0 = PxMin(PxMax(uv0, 1e-7f - expandv), nbVcells + expandv);
const PxReal h0 = p0.y; // we don't scale y
// map p1 from (x, z, y) to (u1, v1, h1)
// we need to use the unclamped values, otherwise we change the direction of the traversal
const PxF32 uu1 = p1.x * mOneOverRowScale;
const PxF32 uv1 = p1.z * mOneOverColumnScale;
const PxReal h1 = p1.y; // we don't scale y
PxF32 du = uu1 - uu0, dv = uv1 - uv0; // recompute du, dv from adjusted uvs
const PxReal dh = h1 - h0;
// grid u&v step is always either 1 or -1, we precompute as both integers and floats to avoid conversions
// so step_uif is +/-1.0f, step_ui is +/-1
const PxF32 step_uif = PxSign(du), step_vif = PxSign(dv);
const PxI32 step_ui = PxI32(step_uif), step_vi = PxI32(step_vif);
// clamp magnitude of du, dv to at least clampEpsilon to avoid special cases when dividing
const PxF32 divEpsilon = 1e-10f;
if(PxAbs(du) < divEpsilon)
du = step_uif * divEpsilon;
if(PxAbs(dv) < divEpsilon)
dv = step_vif * divEpsilon;
const PxVec3 auhP0(aP0.x*mOneOverRowScale, aP0.y, aP0.z*mOneOverColumnScale);
const PxVec3 duhv(rayDir.x*rayLength*mOneOverRowScale, rayDir.y*rayLength, rayDir.z*rayLength*mOneOverColumnScale);
const PxReal duhvLength = duhv.magnitude();
PxVec3 duhvNormalized = duhv;
if(duhvLength > PX_NORMALIZATION_EPSILON)
duhvNormalized *= 1.0f/duhvLength;
// Math derivation:
// points on 2d segment are parametrized as: [u0,v0] + t [du, dv]. We solve for t_u[n], t for nth u-intercept
// u0 + t_un du = un
// t_un = (un-u0) / du
// t_un1 = (un+1-u0) / du ; we use +1 since we rescaled the grid step to 1
// therefore step_tu = t_un - t_un1 = 1/du
// seed the initial integer cell coordinates with u0, v0 rounded up or down with standard PxFloor/Ceil behavior
// to ensure we have the correct first cell between (ui,vi) and (ui+step_ui,vi+step_vi)
PxI32 ui = (du > 0.0f) ? PxI32(PxFloor(u0)) : PxI32(PxCeil(u0));
PxI32 vi = (dv > 0.0f) ? PxI32(PxFloor(v0)) : PxI32(PxCeil(v0));
// find the nearest integer u, v in ray traversal direction and corresponding tu and tv
const PxReal uhit0 = du > 0.0f ? ceilUp(u0) : floorDown(u0);
const PxReal vhit0 = dv > 0.0f ? ceilUp(v0) : floorDown(v0);
// tu, tv can be > 1 but since the loop is structured as do {} while(tMin < tEnd) we still visit the first cell
PxF32 last_tu = 0.0f, last_tv = 0.0f;
PxReal tu = (uhit0 - uu0) / du;
PxReal tv = (vhit0 - uv0) / dv;
if(tu < 0.0f) // negative value may happen, as we may have started out of the AABB (since we did enlarge it)
tu = PxAbs(clampEps / du);
if(tv < 0.0f) // negative value may happen, as we may have started out of the AABB (since we did enlarge it)
tv = PxAbs(clampEps / dv);
// compute step_tu and step_tv; t steps per grid cell in u and v direction
const PxReal step_tu = 1.0f / PxAbs(du), step_tv = 1.0f / PxAbs(dv);
// t advances at the same rate for u, v and h therefore we can compute h at u,v grid intercepts
#define COMPUTE_H_FROM_T(t) (h0 + (t) * dh)
const PxF32 hEpsilon = 1e-4f;
PxF32 uif = PxF32(ui), vif = PxF32(vi);
// these are used to remap h values to correspond to u,v increasing order
PxI32 uflip = 1-step_ui; /*0 or 2*/
PxI32 vflip = (1-step_vi)/2; /*0 or 1*/
// this epsilon is needed to ensure that we include the last [t, t+1] range in the do {} while(t<tEnd) loop
// A.B. in case of overlap we do miss actually a line with this epsilon, should it not be +?
PxF32 tEnd = 1.0f - 1e-4f;
if(overlap)
tEnd = 1.0f + 1e-4f;
PxF32 tMinUV;
const Gu::HeightField& hf = *mHeightField;
// seed hLinePrev as h(0)
PxReal hLinePrev = COMPUTE_H_FROM_T(0);
do
{
tMinUV = PxMin(tu, tv); // determine where next closest u or v-intercept point is
PxF32 hLineNext = COMPUTE_H_FROM_T(tMinUV); // compute the corresponding h
// the operating u|v space has been extended by expandu|expandv if inflation is used
PX_ASSERT(ui >= 0 - expandu && ui < nbUi + expandu && vi >= 0 - expandv && vi < nbVi + expandv);
PX_ASSERT(ui+step_ui >= 0 - expandu && ui+step_ui < nbUi + expandu && vi+step_vi >= 0 - expandv && vi+step_vi < nbVi + expandv);
// handle overlap in overlapCallback
if(overlap)
{
if(!overlapTraceSegment.initialized())
{
// initial overlap and setup
if(!overlapTraceSegment.init(ui,vi,nbVi,step_ui,step_vi,aCallback))
return;
}
else
{
// overlap step
if(!overlapTraceSegment.step(ui,vi))
return;
}
}
else
{
const PxU32 colIndex0 = PxU32(nbVi * ui + vi);
const PxU32 colIndex1 = PxU32(nbVi * (ui + step_ui) + vi);
const PxReal h[4] = { // h[0]=h00, h[1]=h01, h[2]=h10, h[3]=h11 - oriented relative to step_uv
hf.getHeight(colIndex0) * heightScale, hf.getHeight(colIndex0 + step_vi) * heightScale,
hf.getHeight(colIndex1) * heightScale, hf.getHeight(colIndex1 + step_vi) * heightScale };
PxF32 minH = PxMin(PxMin(h[0], h[1]), PxMin(h[2], h[3]));
PxF32 maxH = PxMax(PxMax(h[0], h[1]), PxMax(h[2], h[3]));
// how much space in h have we covered from previous to current u or v intercept
PxF32 hLineCellRangeMin = PxMin(hLinePrev, hLineNext);
PxF32 hLineCellRangeMax = PxMax(hLinePrev, hLineNext);
// do a quick overlap test in h, this should be rejecting the vast majority of tests
if(!(hLineCellRangeMin-hEpsilon > maxH || hLineCellRangeMax+hEpsilon < minH) ||
(useUnderFaceCallback && hLineCellRangeMax < maxH))
{
// arrange h so that h00 corresponds to min(uif, uif+step_uif) h10 to max et c.
// this is only needed for backface culling to work so we know the proper winding order without branches
// uflip is 0 or 2, vflip is 0 or 1 (corresponding to positive and negative ui_step and vi_step)
const PxF32 h00 = h[0+uflip+vflip];
const PxF32 h01 = h[1+uflip-vflip];
const PxF32 h10 = h[2-uflip+vflip];
const PxF32 h11 = h[3-uflip-vflip];
const PxF32 minuif = PxMin(uif, uif+step_uif);
const PxF32 maxuif = PxMax(uif, uif+step_uif);
const PxF32 minvif = PxMin(vif, vif+step_vif);
const PxF32 maxvif = PxMax(vif, vif+step_vif);
const PxVec3 p00(minuif, h00, minvif);
const PxVec3 p01(minuif, h01, maxvif);
const PxVec3 p10(maxuif, h10, minvif);
const PxVec3 p11(maxuif, h11, maxvif);
const PxF32 enlargeEpsilon = 0.0001f;
const PxVec3* p00a = &p00, *p01a = &p01, *p10a = &p10, *p11a = &p11;
PxU32 minui = PxU32(PxMin(ui+step_ui, ui)), minvi = PxU32(PxMin(vi+step_vi, vi));
// row = x|u, column = z|v
const PxU32 vertIndex = nbVi * minui + minvi;
const PxU32 cellIndex = vertIndex; // this adds a dummy unused cell in the end of each row; was -minui
bool isZVS = hf.isZerothVertexShared(vertIndex);
if(!isZVS)
{
// rotate the pointers for flipped edge cells
p10a = &p00;
p00a = &p01;
p01a = &p11;
p11a = &p10;
}
// For triangle index computation, see illustration in Gu::HeightField::getTriangleNormal()
// Since row = u, column = v
// for zeroth vert shared the 10 index is the corner of the 0-index triangle, and 01 is 1-index
// if zeroth vertex is not shared, the 00 index is the corner of 0-index triangle
if(!useUnderFaceCallback)
{
PxReal triT0 = PX_MAX_REAL, triT1 = PX_MAX_REAL;
bool hit0 = false, hit1 = false;
PxF32 triU0, triV0, triU1, triV1;
// PT: TODO: consider testing hole first and skipping ray-tri test. Might be faster.
if(Gu::intersectRayTriangle(auhP0, duhvNormalized, *p10a, *p00a, *p11a, triT0, triU0, triV0, backfaceCull, enlargeEpsilon) && triT0 >= 0.0f && triT0 <= duhvLength && (hf.getMaterialIndex0(vertIndex) != PxHeightFieldMaterial::eHOLE))
{
hit0 = true;
}
else
triT0 = PX_MAX_REAL;
if(Gu::intersectRayTriangle(auhP0, duhvNormalized, *p01a, *p11a, *p00a, triT1, triU1, triV1, backfaceCull, enlargeEpsilon) && triT1 >= 0.0f && triT1 <= duhvLength && (hf.getMaterialIndex1(vertIndex) != PxHeightFieldMaterial::eHOLE))
{
hit1 = true;
}
else
triT1 = PX_MAX_REAL;
if(hit0 && triT0 <= triT1)
{
const PxVec3 hitPoint((auhP0.x + duhvNormalized.x*triT0) * rowScale, auhP0.y + duhvNormalized.y * triT0, (auhP0.z + duhvNormalized.z*triT0) * columnScale);
if(!aCallback->faceHit(*this, hitPoint, cellIndex*2, triU0, triV0))
return;
if(hit1) // possible to hit both triangles in a cell with eMESH_MULTIPLE
{
PxVec3 hitPoint1((auhP0.x + duhvNormalized.x*triT1) * rowScale, auhP0.y + duhvNormalized.y * triT1, (auhP0.z + duhvNormalized.z*triT1) * columnScale);
if(!aCallback->faceHit(*this, hitPoint1, cellIndex*2 + 1, triU1, triV1))
return;
}
}
else if(hit1 && triT1 <= triT0)
{
PxVec3 hitPoint((auhP0.x + duhvNormalized.x*triT1) * rowScale, auhP0.y + duhvNormalized.y * triT1, (auhP0.z + duhvNormalized.z*triT1) * columnScale);
if(!aCallback->faceHit(*this, hitPoint, cellIndex*2 + 1, triU1, triV1))
return;
if(hit0) // possible to hit both triangles in a cell with eMESH_MULTIPLE
{
PxVec3 hitPoint1((auhP0.x + duhvNormalized.x*triT0) * rowScale, auhP0.y + duhvNormalized.y * triT0, (auhP0.z + duhvNormalized.z*triT0) * columnScale);
if(!aCallback->faceHit(*this, hitPoint1, cellIndex*2, triU0, triV0))
return;
}
}
}
else
{
// TODO: quite a few optimizations are possible here. edges can be shared, intersectRayTriangle inlined etc
// Go to shape space. Height is already in shape space so we only scale x and z
const PxVec3 p00s(p00a->x * rowScale, p00a->y, p00a->z * columnScale);
const PxVec3 p01s(p01a->x * rowScale, p01a->y, p01a->z * columnScale);
const PxVec3 p10s(p10a->x * rowScale, p10a->y, p10a->z * columnScale);
const PxVec3 p11s(p11a->x * rowScale, p11a->y, p11a->z * columnScale);
PxVec3 triNormals[2] = { (p00s - p10s).cross(p11s - p10s), (p11s - p01s).cross(p00s-p01s) };
triNormals[0] *= PxRecipSqrt(triNormals[0].magnitudeSquared());
triNormals[1] *= PxRecipSqrt(triNormals[1].magnitudeSquared());
// since the heightfield can be mirrored with negative rowScale or columnScale, this assert doesn't hold
//PX_ASSERT(triNormals[0].y >= 0.0f && triNormals[1].y >= 0.0f);
// at this point we need to compute the edge direction that we crossed
// also since we don't DDA the w we need to find u,v for w-intercept (w refers to diagonal adjusted with isZVS)
const PxF32 wnu = isZVS ? -1.0f : 1.0f, wnv = 1.0f; // uv-normal to triangle edge that splits the cell
const PxF32 wpu = uif + 0.5f * step_uif, wpv = vif + 0.5f * step_vif; // a point on triangle edge that splits the cell
// note that (wpu, wpv) is on both edges (for isZVS and non-ZVS cases) which is nice
// we clamp tNext to 1 because we still want to issue callbacks even if we stay in one cell
// note that tNext can potentially be arbitrarily large for a segment contained within a cell
const PxF32 tNext = PxMin(PxMin(tu, tv), 1.0f), tPrev = PxMax(last_tu, last_tv);
// compute uvs corresponding to tPrev, tNext
const PxF32 unext = u0 + tNext*du, vnext = v0 + tNext*dv;
const PxF32 uprev = u0 + tPrev*du, vprev = v0 + tPrev*dv;
const PxReal& h00_ = h[0], &h01_ = h[1], &h10_ = h[2]/*, h11_ = h[3]*/; // aliases for step-oriented h
// (wpu, wpv) is a point on the diagonal
// we compute a dot of ((unext, vnext) - (wpu, wpv), wn) to see on which side of triangle edge we are
// if the dot is positive we need to add 1 to triangle index
const PxU32 dotPrevGtz = PxU32(((uprev - wpu) * wnu + (vprev - wpv) * wnv) > 0);
const PxU32 dotNextGtz = PxU32(((unext - wpu) * wnu + (vnext - wpv) * wnv) > 0);
const PxU32 triIndex0 = cellIndex*2 + dotPrevGtz;
const PxU32 triIndex1 = cellIndex*2 + dotNextGtz;
PxU32 isHole0 = PxU32(hf.getMaterialIndex0(vertIndex) == PxHeightFieldMaterial::eHOLE);
PxU32 isHole1 = PxU32(hf.getMaterialIndex1(vertIndex) == PxHeightFieldMaterial::eHOLE);
if(triIndex0 > triIndex1)
PxSwap<PxU32>(isHole0, isHole1);
// TODO: compute height at u,v inside here, change callback param to PxVec3
PxVec3 crossedEdge;
if(last_tu > last_tv) // previous intercept was at u, so we use u=const edge
crossedEdge = PxVec3(0.0f, h01_-h00_, step_vif * columnScale);
else // previous intercept at v, use v=const edge
crossedEdge = PxVec3(step_uif * rowScale, h10_-h00_, 0.0f);
if(!isHole0 && !aCallback->underFaceHit(*this, triNormals[dotPrevGtz], crossedEdge,
uprev * rowScale, vprev * columnScale, COMPUTE_H_FROM_T(tPrev), triIndex0))
return;
if(triIndex1 != triIndex0 && !isHole1) // if triIndex0 != triIndex1 that means we cross the triangle edge
{
// Need to compute tw, the t for ray intersecting the diagonal within the current cell
// dot((wnu, wnv), (u0+tw*du, v0+tw*dv)-(wpu, wpv)) = 0
// wnu*(u0+tw*du-wpu) + wnv*(v0+tw*dv-wpv) = 0
// wnu*u0+wnv*v0-wnu*wpu-wnv*wpv + tw*(du*wnu + dv*wnv) = 0
const PxF32 denom = du*wnu + dv*wnv;
if(PxAbs(denom) > 1e-6f)
{
const PxF32 tw = (wnu*(wpu-u0)+wnv*(wpv-v0)) / denom;
if(!aCallback->underFaceHit(*this, triNormals[dotNextGtz], p10s-p01s,
(u0+tw*du) * rowScale, (v0+tw*dv) * columnScale, COMPUTE_H_FROM_T(tw), triIndex1))
return;
}
}
}
}
}
if(tu < tv)
{
last_tu = tu;
ui += step_ui;
// AP: very rare condition, wasn't able to repro but we need this if anyway (DE6565)
if(ui+step_ui< (0 - expandu) || ui+step_ui>=(nbUi + expandu)) // should hold true for ui without step from previous iteration
break;
uif += step_uif;
tu += step_tu;
}
else
{
last_tv = tv;
vi += step_vi;
// AP: very rare condition, wasn't able to repro but we need this if anyway (DE6565)
if(vi+step_vi< (0 - expandv) || vi+step_vi>=(nbVi + expandv)) // should hold true for vi without step from previous iteration
break;
vif += step_vif;
tv += step_tv;
}
hLinePrev = hLineNext;
}
// since min(tu,tv) is the END of the active interval we need to check if PREVIOUS min(tu,tv) was past interval end
// since we update tMinUV in the beginning of the loop, at this point it stores the min(last tu,last tv)
while (tMinUV < tEnd);
#undef COMPUTE_H_FROM_T
}
};
} // namespace Gu
}
#endif