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XCEngine/engine/third_party/physx/source/geomutils/include/GuDistancePointTetrahedron.h

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// Redistribution and use in source and binary forms, with or without
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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_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