Files
XCEngine/engine/third_party/physx/source/geomutils/src/mesh/GuTetrahedronMeshUtils.cpp

134 lines
5.1 KiB
C++

// 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<unsigned int> uint4;
const uint4* const collInds = reinterpret_cast<const uint4*>(collisionMesh.mGRB_tetraIndices /*collisionMesh->mTetrahedrons*/);
const uint4* const simInds = reinterpret_cast<const uint4*>(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<const PxU16*>(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<const PxU32*>(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;
}
}
}