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XCEngine/engine/third_party/physx/source/geomutils/src/pcm/GuPCMTriangleContactGen.cpp

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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.
#include "GuPCMTriangleContactGen.h"
#include "GuPCMContactConvexCommon.h"
#include "GuVecTriangle.h"
#include "GuBarycentricCoordinates.h"
#include "GuConvexEdgeFlags.h"
#include "foundation/PxAlloca.h"
#if PCM_LOW_LEVEL_DEBUG
#include "common/PxRenderBuffer.h"
#endif
#define EDGE_EDGE_GAUSS_MAP 0
#define BRUTE_FORCE_EDGE_EDGE 0
using namespace physx;
using namespace Gu;
using namespace aos;
static bool testPolyFaceNormal(const PolygonalData& polyData, const SupportLocalImpl<TriangleV>* triMap, const SupportLocal* polyMap, const FloatVArg contactDist,
FloatV& minOverlap, PxU32& feature, Vec3V& faceNormal, FeatureStatus faceStatus, FeatureStatus& status)
{
FloatV _minOverlap = FMax();
PxU32 _feature = 0;
Vec3V _faceNormal = faceNormal;
FloatV min0, max0;
FloatV min1, max1;
const FloatV eps = FEps();
if(polyMap->isIdentityScale)
{
//in the local space of polyData0
for(PxU32 i=0; i<polyData.mNbPolygons; ++i)
{
const HullPolygonData& polygon = polyData.mPolygons[i];
const Vec3V minVert = V3LoadU_SafeReadW(polyData.mVerts[polygon.mMinIndex]); // PT: safe because of the way vertex memory is allocated in ConvexHullData
const FloatV planeDist = FLoad(polygon.mPlane.d);
//shapeSpace and vertexSpace are the same
const Vec3V planeNormal = V3LoadU_SafeReadW(polygon.mPlane.n); // PT: safe because 'd' follows 'n' in the plane class
//ML::avoid lHS, don't use the exiting function
min0 = V3Dot(planeNormal, minVert);
max0 = FNeg(planeDist);
triMap->doSupport(planeNormal, min1, max1);
const BoolV con = BOr(FIsGrtr(min1, FAdd(max0, contactDist)), FIsGrtr(min0, FAdd(max1, contactDist)));
if(BAllEqTTTT(con))
return false;
const FloatV tempOverlap = FSub(max0, min1);
if(FAllGrtr(_minOverlap, tempOverlap))
{
_minOverlap = tempOverlap;
_feature = i;
_faceNormal = planeNormal;
}
}
}
else
{
//in the local space of polyData0
for(PxU32 i=0; i<polyData.mNbPolygons; ++i)
{
const HullPolygonData& polygon = polyData.mPolygons[i];
const Vec3V minVert = V3LoadU_SafeReadW(polyData.mVerts[polygon.mMinIndex]); // PT: safe because of the way vertex memory is allocated in ConvexHullData
const FloatV planeDist = FLoad(polygon.mPlane.d);
const Vec3V vertexSpacePlaneNormal = V3LoadU_SafeReadW(polygon.mPlane.n); // PT: safe because 'd' follows 'n' in the plane class
//transform plane n to shape space
const Vec3V shapeSpacePlaneNormal = M33TrnspsMulV3(polyMap->shape2Vertex, vertexSpacePlaneNormal);
const FloatV magnitude = FRsqrtFast(V3LengthSq(shapeSpacePlaneNormal)); //FRecip(V3Length(shapeSpacePlaneNormal));
//ML::avoid lHS, don't use the exiting function
min0 = FMul(V3Dot(vertexSpacePlaneNormal, minVert), magnitude);
max0 = FMul(FNeg(planeDist), magnitude);
//normalize the shapeSpacePlaneNormal
const Vec3V planeN = V3Scale(shapeSpacePlaneNormal, magnitude);
triMap->doSupport(planeN, min1, max1);
const BoolV con = BOr(FIsGrtr(min1, FAdd(max0, contactDist)), FIsGrtr(min0, FAdd(max1, contactDist)));
if(BAllEqTTTT(con))
return false;
const FloatV tempOverlap = FSub(max0, min1);
if(FAllGrtr(_minOverlap, tempOverlap))
{
_minOverlap = tempOverlap;
_feature = i;
_faceNormal = planeN;
}
}
}
if(FAllGrtr(minOverlap, FAdd(_minOverlap, eps)))
{
faceNormal = _faceNormal;
minOverlap = _minOverlap;
status = faceStatus;
}
feature = _feature;
return true;
}
//triangle is in the local space of polyData
static bool testTriangleFaceNormal(const TriangleV& triangle, const PolygonalData& /*polyData*/, const SupportLocalImpl<TriangleV>* /*triMap*/, const SupportLocal* polyMap, const FloatVArg contactDist,
FloatV& minOverlap, PxU32& feature, Vec3V& faceNormal, FeatureStatus faceStatus, FeatureStatus& status)
{
FloatV min1, max1;
const FloatV eps = FEps();
const Vec3V triangleLocNormal = triangle.normal();
const FloatV min0 = V3Dot(triangleLocNormal, triangle.verts[0]);
const FloatV max0 = min0;
//triangle normal is in the vertex space
polyMap->doSupport(triangleLocNormal, min1, max1);
const BoolV con = BOr(FIsGrtr(min1, FAdd(max0, contactDist)), FIsGrtr(min0, FAdd(max1, contactDist)));
if(BAllEqTTTT(con))
return false;
minOverlap = FSub(FSub(max0, min1), eps);
status = faceStatus;
feature = 0;
faceNormal = triangleLocNormal;
return true;
}
static bool testPolyEdgeNormal(const TriangleV& triangle, const PxU8 triFlags, const PolygonalData& polyData, const SupportLocalImpl<TriangleV>* triMap, const SupportLocal* polyMap, const FloatVArg contactDist,
FloatV& minOverlap, Vec3V& minNormal, FeatureStatus edgeStatus, FeatureStatus& status)
{
FloatV overlap = minOverlap;
FloatV min0, max0;
FloatV min1, max1;
const FloatV zero = FZero();
const Vec3V eps2 = V3Splat(FLoad(1e-6f));
const Vec3V v0 = M33MulV3(polyMap->shape2Vertex, triangle.verts[0]);
const Vec3V v1 = M33MulV3(polyMap->shape2Vertex, triangle.verts[1]);
const Vec3V v2 = M33MulV3(polyMap->shape2Vertex, triangle.verts[2]);
const TriangleV vertexSpaceTriangle(v0, v1, v2);
PxU32 nbTriangleAxes = 0;
Vec3V triangleAxes[3];
for(PxI8 kStart = 0, kEnd =2; kStart<3; kEnd = kStart++)
{
const bool active = (triFlags & (1 << (kEnd+3))) != 0;
if(active)
{
const Vec3V p00 = vertexSpaceTriangle.verts[kStart];
const Vec3V p01 = vertexSpaceTriangle.verts[kEnd];
triangleAxes[nbTriangleAxes++] = V3Sub(p01, p00);
}
}
if(nbTriangleAxes == 0)
return true;
//create localTriPlane in the vertex space
const Vec3V vertexSpaceTriangleNormal = vertexSpaceTriangle.normal();
for(PxU32 i =0; i<polyData.mNbPolygons; ++i)
{
const HullPolygonData& polygon = polyData.mPolygons[i];
const PxU8* inds = polyData.mPolygonVertexRefs + polygon.mVRef8;
const Vec3V vertexSpacePlaneNormal = V3LoadU(polygon.mPlane.n);
//fast culling.
if(FAllGrtr(V3Dot(vertexSpacePlaneNormal, vertexSpaceTriangleNormal), zero))
continue;
// Loop through polygon vertices == polygon edges;
for(PxU32 lStart = 0, lEnd = PxU32(polygon.mNbVerts-1); lStart<polygon.mNbVerts; lEnd = PxU32(lStart++))
{
//in the vertex space
const Vec3V p10 = V3LoadU_SafeReadW(polyData.mVerts[inds[lStart]]); // PT: safe because of the way vertex memory is allocated in ConvexHullData
const Vec3V p11 = V3LoadU_SafeReadW(polyData.mVerts[inds[lEnd]]); // PT: safe because of the way vertex memory is allocated in ConvexHullData
const Vec3V convexEdge = V3Sub(p11, p10);
for(PxU32 j = 0; j < nbTriangleAxes; ++j)
{
const Vec3V currentPolyEdge = triangleAxes[j];
const Vec3V v = V3Cross(convexEdge, currentPolyEdge);
//two edges aren't parallel
if((!V3AllGrtr(eps2, V3Abs(v))) && (FAllGrtr(V3Dot(v, vertexSpaceTriangleNormal), zero)))
{
//transform the v back to the shape space
const Vec3V shapeSpaceV = M33TrnspsMulV3(polyMap->shape2Vertex, v);
const Vec3V n0 = V3Normalize(shapeSpaceV);
triMap->doSupport(n0, min0, max0);
polyMap->doSupport(n0, min1, max1);
const BoolV con = BOr(FIsGrtr(min1, FAdd(max0, contactDist)), FIsGrtr(min0, FAdd(max1, contactDist)));
if(BAllEqTTTT(con))
return false;
const FloatV tempOverlap0 = FSub(max0, min1);
const FloatV tempOverlap1 = FSub(max1, min0);
if(FAllGrtr(overlap, tempOverlap0))
{
overlap = tempOverlap0;
minNormal = n0;
status = edgeStatus;
}
if(FAllGrtr(overlap, tempOverlap1))
{
overlap = tempOverlap1;
minNormal = V3Neg(n0);
status = edgeStatus;
}
}
}
}
}
minOverlap = overlap;
return true;
}
#if BRUTE_FORCE_EDGE_EDGE
static bool testPolyEdgeNormalBruteForce(const TriangleV& triangle, PxU8 triFlags, const PolygonalData& polyData, const SupportLocalImpl<TriangleV>* triMap, const SupportLocal* polyMap, const FloatVArg contactDist,
FloatV& minOverlap, Vec3V& minNormal, FeatureStatus edgeStatus, FeatureStatus& status)
{
PX_UNUSED(triFlags);
FloatV min0, max0;
FloatV min1, max1;
FloatV bestDist = FLoad(PX_MAX_F32);
Vec3V bestAxis = V3Zero();
const Vec3V eps2 = V3Splat(FLoad(1e-6));
PxU32 bestPolyIndex = 0;
PxU32 bestStart = 0;
PxU32 bestEnd = 0;
PxI8 bestTriStart = 0;
PxI8 bestTriEnd = 0;
for(PxU32 i =0; i<polyData.mNbPolygons; ++i)
{
const HullPolygonData& polygon = polyData.mPolygons[i];
const PxU8* inds = polyData.mPolygonVertexRefs + polygon.mVRef8;
// Loop through polygon vertices == polygon edges;
for(PxU32 lStart = 0, lEnd = PxU32(polygon.mNbVerts-1); lStart<polygon.mNbVerts; lEnd = PxU32(lStart++))
{
//in the vertex space
const Vec3V p10 = V3LoadU_SafeReadW(polyData.mVerts[inds[lStart]]); // PT: safe because of the way vertex memory is allocated in ConvexHullData
const Vec3V p11 = V3LoadU_SafeReadW(polyData.mVerts[inds[lEnd]]); // PT: safe because of the way vertex memory is allocated in ConvexHullData
//shape sapce
const Vec3V vertex10 = M33MulV3(polyMap->vertex2Shape, p10);
const Vec3V vertex11 = M33MulV3(polyMap->vertex2Shape, p11);
const Vec3V convexEdge = V3Sub(vertex11, vertex10);
for (PxI8 kEnd = 0, kStart = 2; kEnd<3; kStart = kEnd++)
{
const Vec3V triVert0 = triangle.verts[kStart];
const Vec3V triVert1 = triangle.verts[kEnd];
const Vec3V triangleEdge = V3Sub(triVert1, triVert0);
const Vec3V v = V3Cross(convexEdge, triangleEdge);
if (!V3AllGrtr(eps2, V3Abs(v)))
{
//transform the v back to the shape space
const Vec3V n0 = V3Normalize(v);
triMap->doSupport(n0, min0, max0);
polyMap->doSupport(n0, min1, max1);
const BoolV con = BOr(FIsGrtr(min1, FAdd(max0, contactDist)), FIsGrtr(min0, FAdd(max1, contactDist)));
if(BAllEqTTTT(con))
return false;
const FloatV tempOverlap = FSub(max0, min1);
if (FAllGrtr(bestDist, tempOverlap))
{
bestDist = tempOverlap;
bestAxis = n0;
bestPolyIndex = i;
bestStart = lStart;
bestEnd = lEnd;
bestTriStart = kStart;
bestTriEnd = kEnd;
}
}
}
}
}
if (FAllGrtr(minOverlap, bestDist))
{
minOverlap = bestDist;
minNormal = bestAxis;
status = edgeStatus;
}
return true;
}
static bool testPolyEdgeNormalBruteForceVertsByEdges(const TriangleV& triangle, PxU8 triFlags, const PolygonalData& polyData, const SupportLocalImpl<TriangleV>* triMap, const SupportLocal* polyMap, const FloatVArg contactDist,
FloatV& minOverlap, Vec3V& minNormal, FeatureStatus edgeStatus, FeatureStatus& status, PxU32& bestEdgeIndex, PxI8& bestTriStart, PxI8& bestTriEnd)
{
PX_UNUSED(triFlags);
const PxU32 numConvexEdges = polyData.mNbEdges;
const PxU16* verticesByEdges16 = polyData.mVerticesByEdges;
const PxVec3* vertices = polyData.mVerts;
FloatV bestDist = FLoad(PX_MAX_F32);
Vec3V bestAxis = V3Zero();
const Vec3V eps2 = V3Splat(FLoad(1e-6));
for (PxU32 convexEdgeIdx = 0; convexEdgeIdx < numConvexEdges; ++convexEdgeIdx)
{
const PxU16 v0idx1 = verticesByEdges16[convexEdgeIdx * 2];
const PxU32 v1idx1 = verticesByEdges16[convexEdgeIdx * 2 + 1];
//shape sapce
const Vec3V vertex10 = M33MulV3(polyMap->vertex2Shape, V3LoadU(vertices[v0idx1]));
const Vec3V vertex11 = M33MulV3(polyMap->vertex2Shape, V3LoadU(vertices[v1idx1]));
Vec3V convexEdge = V3Sub(vertex11, vertex10);
for (PxI8 kEnd = 0, kStart = 2; kEnd<3; kStart = kEnd++)
{
const Vec3V triVert0 = triangle.verts[kStart];
const Vec3V triVert1 = triangle.verts[kEnd];
const Vec3V triEdge = V3Sub(triVert1, triVert0);
// compute the separation along this axis in vertex space
Vec3V axis = V3Cross(convexEdge, triEdge);
if (!V3AllGrtr(eps2, V3Abs(axis)))
{
axis = V3Normalize(axis);
FloatV min0, max0;
FloatV min1, max1;
triMap->doSupport(axis, min0, max0);
polyMap->doSupport(axis, min1, max1);
const BoolV con = BOr(FIsGrtr(min1, FAdd(max0, contactDist)), FIsGrtr(min0, FAdd(max1, contactDist)));
if (BAllEqTTTT(con))
return false;
const FloatV dist0 = FSub(max0, min1);
const FloatV dist1 = FSub(max1, min0);
if (FAllGrtr(dist0, dist1))
axis = V3Neg(axis);
const FloatV dist = FMin(dist0, dist1);
if (FAllGrtr(bestDist, dist))
{
bestDist = dist;
bestAxis = axis;
bestEdgeIndex = convexEdgeIdx;
bestTriStart = kStart;
bestTriEnd = kEnd;
}
}
}
}
if (FAllGrtr(minOverlap, bestDist))
{
minOverlap = bestDist;
minNormal = bestAxis;
status = edgeStatus;
}
return true;
}
#endif
#if EDGE_EDGE_GAUSS_MAP
static bool isMinkowskiFace(const Vec3V& A, const Vec3V& B, const Vec3V& B_x_A, const Vec3V& C, const Vec3V& D, const Vec3V& D_x_C)
{
const FloatV zero = FZero();
// Two edges build a face on the Minkowski sum if the associated arcs AB and CD intersect on the Gauss map.
// The associated arcs are defined by the adjacent face normals of each edge.
const FloatV CBA = V3Dot(C, B_x_A);
const FloatV DBA = V3Dot(D, B_x_A);
const FloatV ADC = V3Dot(A, D_x_C);
const FloatV BDC = V3Dot(B, D_x_C);
const BoolV con0 = FIsGrtrOrEq(zero, FMul(CBA, DBA));
const BoolV con1 = FIsGrtrOrEq(zero, FMul(ADC, BDC));
const BoolV con2 = FIsGrtr(FMul(CBA, BDC), zero);
const BoolV con = BAnd(con2, BAnd(con0, con1));
return (BAllEqTTTT(con) != 0);
//return CBA * DBA < 0.0f && ADC * BDC < 0.0f && CBA * BDC > 0.0f;
}
#define SAT_VARIFY 0
static bool testPolyEdgeNormalGaussMap(const TriangleV& triangle, PxU8 /*triFlags*/, const PolygonalData& polyData, const SupportLocalImpl<TriangleV>* /*triMap*/, const SupportLocal* polyMap, const FloatVArg contactDist,
FloatV& minOverlap, Vec3V& minNormal, FeatureStatus edgeStatus, FeatureStatus& status, PxU32& gaussMapBestEdgeIndex, PxI8& gaussMapBestTriStart, PxI8& gaussMapBestTriEnd)
{
const FloatV zero = FZero();
const Vec3V triNormal = triangle.normal();
const PxU32 numConvexEdges = polyData.mNbEdges;
const PxU16* verticesByEdges16 = polyData.mVerticesByEdges;
const PxU8* facesByEdges8 = polyData.mFacesByEdges;
const PxVec3* vertices = polyData.mVerts;
FloatV bestDist = FLoad(-PX_MAX_F32);
Vec3V axis = V3Zero();
Vec3V bestAxis = V3Zero();
const Vec3V eps2 = V3Splat(FLoad(1e-6));
//Center is in shape space
const Vec3V shapeSpaceCOM = V3LoadU(polyData.mCenter);
const Vec3V vertexSpaceCOM = M33MulV3(polyMap->shape2Vertex, shapeSpaceCOM);
PxVec3 vertexCOM;
V3StoreU(vertexSpaceCOM, vertexCOM);
for (PxU32 convexEdgeIdx = 0; convexEdgeIdx < numConvexEdges; ++convexEdgeIdx)
{
const PxU16 v0idx1 = verticesByEdges16[convexEdgeIdx*2];
const PxU32 v1idx1 = verticesByEdges16[convexEdgeIdx * 2 + 1];
const PxU8 f10 = facesByEdges8[convexEdgeIdx * 2];
const PxU8 f11 = facesByEdges8[convexEdgeIdx * 2 + 1];
//shape sapce
const Vec3V vertex10 = M33MulV3(polyMap->vertex2Shape, V3LoadU(vertices[v0idx1]));
const Vec3V vertex11 = M33MulV3(polyMap->vertex2Shape, V3LoadU(vertices[v1idx1]));
Vec3V convexEdge = V3Sub(vertex11, vertex10);
const HullPolygonData& face0 = polyData.mPolygons[f10];
const HullPolygonData& face1 = polyData.mPolygons[f11];
const Vec3V convexNormal0 = M33TrnspsMulV3(polyMap->shape2Vertex, V3LoadU(face0.mPlane.n));
const Vec3V convexNormal1 = M33TrnspsMulV3(polyMap->shape2Vertex, V3LoadU(face1.mPlane.n));
float signDist0 = face0.mPlane.distance(vertexCOM);
float signDist1 = face1.mPlane.distance(vertexCOM);
PX_ASSERT(signDist0 < 0.f);
PX_ASSERT(signDist1 < 0.f);
for (PxI8 kEnd = 0, kStart = 2; kEnd<3; kStart = kEnd++)
{
const Vec3V triVert0 = triangle.verts[kStart];
const Vec3V triVert1 = triangle.verts[kEnd];
const Vec3V triEdge = V3Sub(triVert1, triVert0);
//if (isMinkowskiFace(convexNormal0, convexNormal1, V3Neg(convexEdge), V3Neg(triNormal), triNormal, V3Neg(triEdge)))
if (isMinkowskiFace(convexNormal0, convexNormal1, convexEdge, V3Neg(triNormal), triNormal, triEdge))
{
// compute the separation along this axis in vertex space
axis = V3Cross(convexEdge, triEdge);
if (!V3AllGrtr(eps2, V3Abs(axis)))
{
axis = V3Normalize(axis);
const Vec3V v = V3Sub(vertex10, shapeSpaceCOM);
// ensure the axis is outward pointing on the edge on the minkowski sum. Assure normal points from convex hull to triangle
const FloatV temp = V3Dot(axis, v);
if (FAllGrtr(zero, temp))
axis = V3Neg(axis);
//compute the distance from any of the verts in the triangle to plane(axis, vertex10)(n.dot(p-a))
const Vec3V ap = V3Sub(triVert0, vertex10);
const FloatV dist = V3Dot(axis, ap);
if (FAllGrtr(dist, contactDist))
return false;
#if SAT_VARIFY
FloatV min0, max0;
FloatV min1, max1;
triMap->doSupport(V3Neg(axis), min0, max0);
polyMap->doSupport(V3Neg(axis), min1, max1);
const BoolV con = BOr(FIsGrtr(min1, FAdd(max0, contactDist)), FIsGrtr(min0, FAdd(max1, contactDist)));
if (BAllEqTTTT(con))
return false;
/*const FloatV dist = FSub(max0, min1);
if (FAllGrtr(bestDist, dist))
{
bestDist = dist;
bestAxis = axis;
}*/
const FloatV tempDist = FSub(max0, min1);
const FloatV dif = FAbs(FAdd(tempDist, dist));
PX_UNUSED(dif);
PX_ASSERT(FAllGrtr(FLoad(1e-4f), dif));
#endif
if (FAllGrtr(dist, bestDist))
{
bestDist = dist;
bestAxis = axis;
gaussMapBestEdgeIndex = convexEdgeIdx;
gaussMapBestTriStart = kStart;
gaussMapBestTriEnd = kEnd;
}
}
}
}
}
if (FAllGrtr(minOverlap, bestDist))
{
minOverlap = bestDist;
minNormal = bestAxis;
status = edgeStatus;
}
return true;
}
#endif
static PX_FORCE_INLINE PxU32 addMeshContacts(MeshPersistentContact* manifoldContacts, const Vec3V& pA, const Vec3V& pB, const Vec4V& normalPen, PxU32 triangleIndex, PxU32 numContacts)
{
manifoldContacts[numContacts].mLocalPointA = pA;
manifoldContacts[numContacts].mLocalPointB = pB;
manifoldContacts[numContacts].mLocalNormalPen = normalPen;
manifoldContacts[numContacts].mFaceIndex = triangleIndex;
return numContacts+1;
}
static void generatedTriangleContacts(const TriangleV& triangle, PxU32 triangleIndex, PxU8/* _triFlags*/, const PolygonalData& polyData1, const HullPolygonData& incidentPolygon, const SupportLocal* map1, MeshPersistentContact* manifoldContacts, PxU32& numManifoldContacts,
const FloatVArg contactDist, const Vec3VArg contactNormal, PxRenderOutput* renderOutput)
{
PX_UNUSED(renderOutput);
//PxU8 triFlags = _triFlags;
const PxU32 previousContacts = numManifoldContacts;
const FloatV zero = FZero();
const Mat33V rot = findRotationMatrixFromZAxis(contactNormal);
const PxU8* inds1 = polyData1.mPolygonVertexRefs + incidentPolygon.mVRef8;
Vec3V points0In0[3];
Vec3V* points1In0 = reinterpret_cast<Vec3V*>(PxAllocaAligned(sizeof(Vec3V)*incidentPolygon.mNbVerts, 16));
FloatV* points1In0TValue = reinterpret_cast<FloatV*>(PxAllocaAligned(sizeof(FloatV)*incidentPolygon.mNbVerts, 16));
bool* points1In0Penetration = reinterpret_cast<bool*>(PxAlloca(sizeof(bool)*incidentPolygon.mNbVerts));
points0In0[0] = triangle.verts[0];
points0In0[1] = triangle.verts[1];
points0In0[2] = triangle.verts[2];
//Transform all the verts from vertex space to shape space
map1->populateVerts(inds1, incidentPolygon.mNbVerts, polyData1.mVerts, points1In0);
#if PCM_LOW_LEVEL_DEBUG
PersistentContactManifold::drawPolygon(*renderOutput, map1->transform, points1In0, incidentPolygon.mNbVerts, (PxU32)PxDebugColor::eARGB_RED);
//PersistentContactManifold::drawTriangle(*renderOutput, map1->transform.transform(points1In0[0]), map1->transform.transform(points0In0[1]), map1->transform.transform(points0In0[2]), (PxU32)PxDebugColor::eARGB_BLUE);
#endif
Vec3V eps = Vec3V_From_FloatV(FEps());
Vec3V max = Vec3V_From_FloatV(FMax());
Vec3V nmax = V3Neg(max);
//transform reference polygon to 2d, calculate min and max
Vec3V rPolygonMin = max;
Vec3V rPolygonMax = nmax;
for(PxU32 i=0; i<3; ++i)
{
points0In0[i] = M33MulV3(rot, points0In0[i]);
rPolygonMin = V3Min(rPolygonMin, points0In0[i]);
rPolygonMax = V3Max(rPolygonMax, points0In0[i]);
}
rPolygonMin = V3Sub(rPolygonMin, eps);
rPolygonMax = V3Add(rPolygonMax, eps);
const FloatV d = V3GetZ(points0In0[0]);
const FloatV rd = FAdd(d, contactDist);
Vec3V iPolygonMin = max;
Vec3V iPolygonMax = nmax;
PxU32 inside = 0;
for(PxU32 i=0; i<incidentPolygon.mNbVerts; ++i)
{
const Vec3V vert1 = points1In0[i]; //this still in polyData1's local space
points1In0[i] = M33MulV3(rot, vert1);
const FloatV z = V3GetZ(points1In0[i]);
points1In0TValue[i] = FSub(z, d);
points1In0[i] = V3SetZ(points1In0[i], d);
iPolygonMin = V3Min(iPolygonMin, points1In0[i]);
iPolygonMax = V3Max(iPolygonMax, points1In0[i]);
bool penetrated = false;
if(FAllGrtr(rd, z))
{
penetrated = true;
if(contains(points0In0, 3, points1In0[i], rPolygonMin, rPolygonMax))
{
inside++;
//add this contact to the buffer
const FloatV t = V3Dot(contactNormal, V3Sub(triangle.verts[0], vert1));
const Vec3V projectPoint = V3ScaleAdd(contactNormal, t, vert1);
const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(contactNormal), FNeg(t));
numManifoldContacts = addMeshContacts(manifoldContacts, vert1, projectPoint, localNormalPen, triangleIndex, numManifoldContacts);
//if the numContacts are more than GU_MESH_CONTACT_REDUCTION_THRESHOLD, we need to do contact reduction
const PxU32 numContacts = numManifoldContacts - previousContacts;
if(numContacts >= GU_MESH_CONTACT_REDUCTION_THRESHOLD)
{
//a polygon has more than GU_MESH_CONTACT_REDUCTION_THRESHOLD(16) contacts with this triangle, we will reduce
//the contacts to GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE(6) points
SinglePersistentContactManifold::reduceContacts(&manifoldContacts[previousContacts], numContacts);
numManifoldContacts = previousContacts + GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE;
}
}
}
points1In0Penetration[i] = penetrated;
}
if(inside == incidentPolygon.mNbVerts)
return;
inside = 0;
iPolygonMin = V3Sub(iPolygonMin, eps);
iPolygonMax = V3Add(iPolygonMax, eps);
const Vec3V incidentNormal = V3Normalize(M33TrnspsMulV3(map1->shape2Vertex, V3LoadU(incidentPolygon.mPlane.n)));
const FloatV iPlaneD = V3Dot(incidentNormal, M33MulV3(map1->vertex2Shape, V3LoadU(polyData1.mVerts[inds1[0]])));
for(PxU32 i=0; i<3; ++i)
{
if(contains(points1In0, incidentPolygon.mNbVerts, points0In0[i], iPolygonMin, iPolygonMax))
{
inside++;
const Vec3V vert0 = M33TrnspsMulV3(rot, points0In0[i]);
const FloatV t = FSub(V3Dot(incidentNormal, vert0), iPlaneD);
if(FAllGrtr(t, contactDist))
continue;
const Vec3V projPoint = V3NegScaleSub(incidentNormal, t, vert0);
const Vec3V v = V3Sub(projPoint, vert0);
const FloatV t3 = V3Dot(v, contactNormal);
const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(contactNormal), t3);
numManifoldContacts = addMeshContacts(manifoldContacts, projPoint, vert0, localNormalPen, triangleIndex, numManifoldContacts);
//if the numContacts are more than GU_MESH_CONTACT_REDUCTION_THRESHOLD, we need to do contact reduction
const PxU32 numContacts = numManifoldContacts - previousContacts;
if(numContacts >= GU_MESH_CONTACT_REDUCTION_THRESHOLD)
{
//a polygon has more than GU_MESH_CONTACT_REDUCTION_THRESHOLD(16) contacts with this triangle, we will reduce
//the contacts to GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE(4) points
SinglePersistentContactManifold::reduceContacts(&manifoldContacts[previousContacts], numContacts);
numManifoldContacts = previousContacts + GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE;
}
}
}
if(inside == 3)
return;
//(2) segment intersection
for(PxU32 rStart = 0, rEnd = 2; rStart < 3; rEnd = rStart++)
{
const Vec3V rpA = points0In0[rStart];
const Vec3V rpB = points0In0[rEnd];
const Vec3V rMin = V3Min(rpA, rpB);
const Vec3V rMax = V3Max(rpA, rpB);
for(PxU32 iStart = 0, iEnd = PxU32(incidentPolygon.mNbVerts - 1); iStart < incidentPolygon.mNbVerts; iEnd = iStart++)
{
if((!points1In0Penetration[iStart] && !points1In0Penetration[iEnd]))//|| (points1In0[i].status == POINT_OUTSIDE && points1In0[incidentIndex].status == POINT_OUTSIDE))
continue;
const Vec3V ipA = points1In0[iStart];
const Vec3V ipB = points1In0[iEnd];
const Vec3V iMin = V3Min(ipA, ipB);
const Vec3V iMax = V3Max(ipA, ipB);
const BoolV tempCon = BOr(V3IsGrtr(iMin, rMax), V3IsGrtr(rMin, iMax));
const BoolV con = BOr(BGetX(tempCon), BGetY(tempCon));
if(BAllEqTTTT(con))
continue;
const FloatV a1 = signed2DTriArea(rpA, rpB, ipA);
const FloatV a2 = signed2DTriArea(rpA, rpB, ipB);
if(FAllGrtr(zero, FMul(a1, a2)))
{
const FloatV a3 = signed2DTriArea(ipA, ipB, rpA);
const FloatV a4 = signed2DTriArea(ipA, ipB, rpB);
if(FAllGrtr(zero, FMul(a3, a4)))
{
//these two segment intersect in 2d
const FloatV t = FMul(a1, FRecip(FSub(a2, a1)));
const Vec3V ipAOri = V3SetZ(points1In0[iStart], FAdd(points1In0TValue[iStart], d));
const Vec3V ipBOri = V3SetZ(points1In0[iEnd], FAdd(points1In0TValue[iEnd], d));
const Vec3V pBB = V3NegScaleSub(V3Sub(ipBOri, ipAOri), t, ipAOri);
const Vec3V pAA = V3SetZ(pBB, d);
const Vec3V pA = M33TrnspsMulV3(rot, pAA);
const Vec3V pB = M33TrnspsMulV3(rot, pBB);
const FloatV pen = FSub(V3GetZ(pBB), V3GetZ(pAA));
if(FAllGrtr(pen, contactDist))
continue;
const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(contactNormal), pen);
numManifoldContacts = addMeshContacts(manifoldContacts, pB, pA, localNormalPen, triangleIndex, numManifoldContacts);
//if the numContacts are more than GU_MESH_CONTACT_REDUCTION_THRESHOLD, we need to do contact reduction
const PxU32 numContacts = numManifoldContacts - previousContacts;
if(numContacts >= GU_MESH_CONTACT_REDUCTION_THRESHOLD)
{
//a polygon has more than GU_MESH_CONTACT_REDUCTION_THRESHOLD(16) contacts with this triangle, we will reduce
//the contacts to GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE(4) points
SinglePersistentContactManifold::reduceContacts(&manifoldContacts[previousContacts], numContacts);
numManifoldContacts = previousContacts + GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE;
}
}
}
}
}
}
static void generatedPolyContacts(const PolygonalData& polyData0, const HullPolygonData& referencePolygon, const TriangleV& triangle, PxU32 triangleIndex, PxU8 triFlags,
const SupportLocal* map0, MeshPersistentContact* manifoldContacts, PxU32& numManifoldContacts, const FloatVArg contactDist, const Vec3VArg contactNormal, PxRenderOutput* renderOutput)
{
PX_UNUSED(triFlags);
PX_UNUSED(renderOutput);
const FloatV zero = FZero();
const PxU32 previousContacts = numManifoldContacts;
const PxU8* inds0 = polyData0.mPolygonVertexRefs + referencePolygon.mVRef8;
const Vec3V nContactNormal = V3Neg(contactNormal);
//this is the matrix transform all points to the 2d plane
const Mat33V rot = findRotationMatrixFromZAxis(contactNormal);
Vec3V* points0In0=reinterpret_cast<Vec3V*>(PxAllocaAligned(sizeof(Vec3V)*referencePolygon.mNbVerts, 16));
Vec3V points1In0[3];
FloatV points1In0TValue[3];
bool points1In0Penetration[3] = { false, false, false };
//Transform all the verts from vertex space to shape space
map0->populateVerts(inds0, referencePolygon.mNbVerts, polyData0.mVerts, points0In0);
points1In0[0] = triangle.verts[0];
points1In0[1] = triangle.verts[1];
points1In0[2] = triangle.verts[2];
#if PCM_LOW_LEVEL_DEBUG
PersistentContactManifold::drawPolygon(*renderOutput, map0->transform, points0In0, referencePolygon.mNbVerts, (PxU32)PxDebugColor::eARGB_GREEN);
//PersistentContactManifold::drawTriangle(*gRenderOutPut, map0->transform.transform(points1In0[0]), map0->transform.transform(points1In0[1]), map0->transform.transform(points1In0[2]), (PxU32)PxDebugColor::eARGB_BLUE);
#endif
//the first point in the reference plane
const Vec3V referencePoint = points0In0[0];
Vec3V eps = Vec3V_From_FloatV(FEps());
Vec3V max = Vec3V_From_FloatV(FMax());
Vec3V nmax = V3Neg(max);
//transform reference polygon to 2d, calculate min and max
Vec3V rPolygonMin = max;
Vec3V rPolygonMax = nmax;
for(PxU32 i=0; i<referencePolygon.mNbVerts; ++i)
{
//points0In0[i].vertext = M33TrnspsMulV3(rot, Vec3V_From_PxVec3(polyData0.mVerts[inds0[i]]));
points0In0[i] = M33MulV3(rot, points0In0[i]);
rPolygonMin = V3Min(rPolygonMin, points0In0[i]);
rPolygonMax = V3Max(rPolygonMax, points0In0[i]);
}
rPolygonMin = V3Sub(rPolygonMin, eps);
rPolygonMax = V3Add(rPolygonMax, eps);
const FloatV d = V3GetZ(points0In0[0]);
const FloatV rd = FAdd(d, contactDist);
Vec3V iPolygonMin = max;
Vec3V iPolygonMax = nmax;
PxU32 inside = 0;
for(PxU32 i=0; i<3; ++i)
{
const Vec3V vert1 = points1In0[i]; //this still in polyData1's local space
points1In0[i] = M33MulV3(rot, vert1);
const FloatV z = V3GetZ(points1In0[i]);
points1In0TValue[i] = FSub(z, d);
points1In0[i] = V3SetZ(points1In0[i], d);
iPolygonMin = V3Min(iPolygonMin, points1In0[i]);
iPolygonMax = V3Max(iPolygonMax, points1In0[i]);
if(FAllGrtr(rd, z))
{
points1In0Penetration[i] = true;
//ML : check to see whether all the points of triangles in 2D space are within reference polygon's range
if(contains(points0In0, referencePolygon.mNbVerts, points1In0[i], rPolygonMin, rPolygonMax))
{
inside++;
//calculate projection point
const FloatV t = V3Dot(contactNormal, V3Sub(vert1, referencePoint));
const Vec3V projectPoint = V3NegScaleSub(contactNormal, t, vert1);
const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(nContactNormal), t);
numManifoldContacts = addMeshContacts(manifoldContacts, projectPoint, vert1, localNormalPen, triangleIndex, numManifoldContacts);
//if the numContacts are more than GU_MESH_CONTACT_REDUCTION_THRESHOLD, we need to do contact reduction
const PxU32 numContacts = numManifoldContacts - previousContacts;
if(numContacts >= GU_MESH_CONTACT_REDUCTION_THRESHOLD)
{
//a polygon has more than GU_MESH_CONTACT_REDUCTION_THRESHOLD(16) contacts with this triangle, we will reduce
//the contacts to GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE(4) points
SinglePersistentContactManifold::reduceContacts(&manifoldContacts[previousContacts], numContacts);
numManifoldContacts = previousContacts + GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE;
}
}
}
}
if(inside == 3)
return;
inside = 0;
iPolygonMin = V3Sub(iPolygonMin, eps);
iPolygonMax = V3Add(iPolygonMax, eps);
const Vec3V incidentNormal = triangle.normal();
const FloatV iPlaneD = V3Dot(incidentNormal, triangle.verts[0]);
const FloatV one = FOne();
for(PxU32 i=0; i<referencePolygon.mNbVerts; ++i)
{
if(contains(points1In0, 3, points0In0[i], iPolygonMin, iPolygonMax))
{
const Vec3V vert0 = M33TrnspsMulV3(rot, points0In0[i]);
const FloatV t = FSub(V3Dot(incidentNormal, vert0), iPlaneD);
if(FAllGrtr(t, contactDist))
continue;
const Vec3V projPoint = V3NegScaleSub(incidentNormal, t, vert0);
FloatV u, w;
barycentricCoordinates(projPoint, triangle.verts[0], triangle.verts[1], triangle.verts[2], u, w);
const BoolV con = BAnd(FIsGrtrOrEq(u, zero), BAnd(FIsGrtrOrEq(w, zero), FIsGrtrOrEq(one, FAdd(u, w))));
if(BAllEqTTTT(con))
{
inside++;
const Vec3V v = V3Sub(projPoint, vert0);
const FloatV t3 = V3Dot(v, contactNormal);
const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(nContactNormal), t3);
numManifoldContacts = addMeshContacts(manifoldContacts, vert0, projPoint, localNormalPen, triangleIndex, numManifoldContacts);
//if the numContacts are more than GU_MESH_CONTACT_REDUCTION_THRESHOLD, we need to do contact reduction
const PxU32 numContacts = numManifoldContacts - previousContacts;
if(numContacts >= GU_MESH_CONTACT_REDUCTION_THRESHOLD)
{
//a polygon has more than GU_MESH_CONTACT_REDUCTION_THRESHOLD(16) contacts with this triangle, we will reduce
//the contacts to GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE(4) points
SinglePersistentContactManifold::reduceContacts(&manifoldContacts[previousContacts], numContacts);
numManifoldContacts = previousContacts + GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE;
}
}
}
}
if(inside == referencePolygon.mNbVerts)
return;
//Always generate segment contacts
//(2) segment intersection
for(PxU32 iStart = 0, iEnd = 2; iStart < 3; iEnd = iStart++)
{
if((!points1In0Penetration[iStart] && !points1In0Penetration[iEnd] ) )
continue;
const Vec3V ipA = points1In0[iStart];
const Vec3V ipB = points1In0[iEnd];
const Vec3V iMin = V3Min(ipA, ipB);
const Vec3V iMax = V3Max(ipA, ipB);
for(PxU32 rStart = 0, rEnd = PxU32(referencePolygon.mNbVerts - 1); rStart < referencePolygon.mNbVerts; rEnd = rStart++)
{
const Vec3V rpA = points0In0[rStart];
const Vec3V rpB = points0In0[rEnd];
const Vec3V rMin = V3Min(rpA, rpB);
const Vec3V rMax = V3Max(rpA, rpB);
const BoolV tempCon = BOr(V3IsGrtr(iMin, rMax), V3IsGrtr(rMin, iMax));
const BoolV con = BOr(BGetX(tempCon), BGetY(tempCon));
if(BAllEqTTTT(con))
continue;
const FloatV a1 = signed2DTriArea(rpA, rpB, ipA);
const FloatV a2 = signed2DTriArea(rpA, rpB, ipB);
if(FAllGrtr(zero, FMul(a1, a2)))
{
const FloatV a3 = signed2DTriArea(ipA, ipB, rpA);
const FloatV a4 = signed2DTriArea(ipA, ipB, rpB);
if(FAllGrtr(zero, FMul(a3, a4)))
{
//these two segment intersect
const FloatV t = FMul(a1, FRecip(FSub(a2, a1)));
const Vec3V ipAOri = V3SetZ(points1In0[iStart], FAdd(points1In0TValue[iStart], d));
const Vec3V ipBOri = V3SetZ(points1In0[iEnd], FAdd(points1In0TValue[iEnd], d));
const Vec3V pBB = V3NegScaleSub(V3Sub(ipBOri, ipAOri), t, ipAOri);
const Vec3V pAA = V3SetZ(pBB, d);
const Vec3V pA = M33TrnspsMulV3(rot, pAA);
const Vec3V pB = M33TrnspsMulV3(rot, pBB);
const FloatV pen = FSub(V3GetZ(pBB), V3GetZ(pAA));
if(FAllGrtr(pen, contactDist))
continue;
const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(nContactNormal), pen);
numManifoldContacts = addMeshContacts(manifoldContacts, pA, pB, localNormalPen, triangleIndex, numManifoldContacts);
//if the numContacts are more than GU_MESH_CONTACT_REDUCTION_THRESHOLD, we need to do contact reduction
const PxU32 numContacts = numManifoldContacts - previousContacts;
if(numContacts >= GU_MESH_CONTACT_REDUCTION_THRESHOLD)
{
//a polygon has more than GU_MESH_CONTACT_REDUCTION_THRESHOLD(16) contacts with this triangle, we will reduce
//the contacts to GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE(4) points
SinglePersistentContactManifold::reduceContacts(&manifoldContacts[previousContacts], numContacts);
numManifoldContacts = previousContacts + GU_SINGLE_MANIFOLD_SINGLE_POLYGONE_CACHE_SIZE;
}
}
}
}
}
}
bool Gu::PCMConvexVsMeshContactGeneration::generateTriangleFullContactManifold(const TriangleV& localTriangle, PxU32 triangleIndex, const PxU32* triIndices, PxU8 triFlags, const PolygonalData& polyData, const SupportLocalImpl<TriangleV>* localTriMap, const SupportLocal* polyMap, MeshPersistentContact* manifoldContacts, PxU32& numContacts,
const FloatVArg contactDist, Vec3V& patchNormal)
{
FeatureStatus status = POLYDATA0;
FloatV minOverlap = FMax();
//minNormal will be in the local space of polyData
Vec3V minNormal = V3Zero();
PxU32 feature0;
if(!testTriangleFaceNormal(localTriangle, polyData, localTriMap, polyMap, contactDist, minOverlap, feature0, minNormal, POLYDATA0, status))
return false;
PxU32 feature1;
if(!testPolyFaceNormal(polyData, localTriMap, polyMap, contactDist, minOverlap, feature1, minNormal, POLYDATA1, status))
return false;
if(!testPolyEdgeNormal(localTriangle, triFlags, polyData, localTriMap, polyMap, contactDist, minOverlap, minNormal, EDGE, status))
return false;
const Vec3V triNormal = localTriangle.normal();
if(status == POLYDATA0)
{
//minNormal is the triangle normal and it is in the local space of polydata0
PxI32 index2;
PxI32 polyIndex = getPolygonIndex(polyData, polyMap, minNormal, index2);
const HullPolygonData& referencePolygon = polyData.mPolygons[polyIndex];
patchNormal = triNormal;
generatedTriangleContacts(localTriangle, triangleIndex, triFlags, polyData, referencePolygon, polyMap, manifoldContacts, numContacts, contactDist, triNormal, mRenderOutput);
if(index2 != -1)
{
generatedTriangleContacts(localTriangle, triangleIndex, triFlags, polyData, polyData.mPolygons[index2], polyMap, manifoldContacts, numContacts, contactDist, triNormal, mRenderOutput);
}
}
else
{
if(status == POLYDATA1)
{
const HullPolygonData* referencePolygon = &polyData.mPolygons[feature1];
const FloatV cosTheta = V3Dot(V3Neg(minNormal), triNormal);
const FloatV threshold = FLoad(0.707106781f);//about 45 degree0
if(FAllGrtr(cosTheta, threshold))
{
patchNormal = triNormal;
generatedTriangleContacts(localTriangle, triangleIndex, triFlags, polyData, *referencePolygon, polyMap, manifoldContacts, numContacts, contactDist, triNormal, mRenderOutput);
}
else
{
//ML : defer the contacts generation
if(mSilhouetteEdgesAreActive ||
!(triFlags & (ETD_SILHOUETTE_EDGE_01 | ETD_SILHOUETTE_EDGE_12 | ETD_SILHOUETTE_EDGE_20)))
{
const PxU32 nb = sizeof(PCMDeferredPolyData) / sizeof(PxU32);
PxU32 newSize = nb + mDeferredContacts->size();
if(mDeferredContacts->capacity() < newSize)
mDeferredContacts->reserve((newSize+1)*2);
PCMDeferredPolyData* PX_RESTRICT data = reinterpret_cast<PCMDeferredPolyData*>(mDeferredContacts->end());
mDeferredContacts->forceSize_Unsafe(newSize);
data->mTriangleIndex = triangleIndex;
data->mFeatureIndex = feature1;
data->triFlags32 = PxU32(triFlags);
data->mInds[0] = triIndices[0];
data->mInds[1] = triIndices[1];
data->mInds[2] = triIndices[2];
V3StoreU(localTriangle.verts[0], data->mVerts[0]);
V3StoreU(localTriangle.verts[1], data->mVerts[1]);
V3StoreU(localTriangle.verts[2], data->mVerts[2]);
}
return true;
}
}
else
{
PxI32 index2;
feature1 = PxU32(getPolygonIndex(polyData, polyMap, minNormal, index2));
const HullPolygonData* referencePolygon = &polyData.mPolygons[feature1];
const Vec3V contactNormal = V3Normalize(M33TrnspsMulV3(polyMap->shape2Vertex, V3LoadU(referencePolygon->mPlane.n)));
const Vec3V nContactNormal = V3Neg(contactNormal);
//if the minimum sperating axis is edge case, we don't defer it because it is an activeEdge
patchNormal = nContactNormal;
generatedPolyContacts(polyData, *referencePolygon, localTriangle, triangleIndex, triFlags, polyMap, manifoldContacts, numContacts, contactDist, contactNormal, mRenderOutput);
}
}
return true;
}
bool Gu::PCMConvexVsMeshContactGeneration::generateTriangleFullContactManifold(const TriangleV& localTriangle, PxU32 triangleIndex, PxU8 triFlags, const PolygonalData& polyData, const SupportLocalImpl<TriangleV>* localTriMap, const SupportLocal* polyMap, MeshPersistentContact* manifoldContacts, PxU32& numContacts,
const FloatVArg contactDist, Vec3V& patchNormal, PxRenderOutput* renderOutput)
{
const FloatV threshold = FLoad(0.7071f);//about 45 degree
PX_UNUSED(threshold);
{
FeatureStatus status = POLYDATA0;
FloatV minOverlap = FMax();
//minNormal will be in the local space of polyData
Vec3V minNormal = V3Zero();
PxU32 feature0;
if(!testTriangleFaceNormal(localTriangle, polyData, localTriMap, polyMap, contactDist, minOverlap, feature0, minNormal, POLYDATA0, status))
return false;
PxU32 feature1;
if(!testPolyFaceNormal(polyData, localTriMap, polyMap, contactDist, minOverlap, feature1, minNormal, POLYDATA1, status))
return false;
if(!testPolyEdgeNormal(localTriangle, triFlags, polyData, localTriMap, polyMap, contactDist, minOverlap, minNormal, EDGE, status))
return false;
const Vec3V triNormal = localTriangle.normal();
patchNormal = triNormal;
const HullPolygonData* referencePolygon = &polyData.mPolygons[getPolygonIndex(polyData, polyMap, triNormal)];
generatedTriangleContacts(localTriangle, triangleIndex, triFlags, polyData, *referencePolygon, polyMap, manifoldContacts, numContacts, contactDist, triNormal, renderOutput);
}
return true;
}
bool Gu::PCMConvexVsMeshContactGeneration::generatePolyDataContactManifold(const TriangleV& localTriangle, PxU32 featureIndex, PxU32 triangleIndex, PxU8 triFlags, MeshPersistentContact* manifoldContacts, PxU32& numContacts, const FloatVArg contactDist, Vec3V& patchNormal)
{
const HullPolygonData* referencePolygon = &mPolyData.mPolygons[featureIndex];
const Vec3V contactNormal = V3Normalize(M33TrnspsMulV3(mPolyMap->shape2Vertex, V3LoadU(referencePolygon->mPlane.n)));
const Vec3V nContactNormal = V3Neg(contactNormal);
patchNormal = nContactNormal;
generatedPolyContacts(mPolyData, *referencePolygon, localTriangle, triangleIndex, triFlags, mPolyMap, manifoldContacts, numContacts, contactDist, contactNormal, mRenderOutput);
return true;
}