Files
XCEngine/engine/third_party/physx/source/geomutils/src/GuInternal.h

315 lines
11 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.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef GU_INTERNAL_H
#define GU_INTERNAL_H
#include "geometry/PxCapsuleGeometry.h"
#include "geometry/PxBoxGeometry.h"
#include "GuCapsule.h"
#include "foundation/PxTransform.h"
#include "foundation/PxMathUtils.h"
#include "foundation/PxUtilities.h"
#include "foundation/PxMat33.h"
#define GU_EPSILON_SAME_DISTANCE 1e-3f
namespace physx
{
class PxBounds3;
namespace Gu
{
class Box;
// PT: TODO: now that the Gu files are not exposed to users anymore, we should move back capsule-related functions
// to GuCapsule.h, etc
PX_PHYSX_COMMON_API const PxU8* getBoxEdges();
PX_PHYSX_COMMON_API void computeBoxPoints(const PxBounds3& bounds, PxVec3* PX_RESTRICT pts);
void computeBoxAroundCapsule(const Capsule& capsule, Box& box);
PxPlane getPlane(const PxTransform& pose);
PX_FORCE_INLINE PxVec3 getCapsuleHalfHeightVector(const PxTransform& transform, const PxCapsuleGeometry& capsuleGeom)
{
return transform.q.getBasisVector0() * capsuleGeom.halfHeight;
}
PX_FORCE_INLINE void getCapsuleSegment(const PxTransform& transform, const PxCapsuleGeometry& capsuleGeom, Gu::Segment& segment)
{
const PxVec3 tmp = getCapsuleHalfHeightVector(transform, capsuleGeom);
segment.p0 = transform.p + tmp;
segment.p1 = transform.p - tmp;
}
PX_FORCE_INLINE void getCapsule(Gu::Capsule& capsule, const PxCapsuleGeometry& capsuleGeom, const PxTransform& pose)
{
getCapsuleSegment(pose, capsuleGeom, capsule);
capsule.radius = capsuleGeom.radius;
}
void computeSweptBox(Gu::Box& box, const PxVec3& extents, const PxVec3& center, const PxMat33& rot, const PxVec3& unitDir, PxReal distance);
/**
* PT: computes "alignment value" used to select the "best" triangle in case of identical impact distances (for sweeps).
* This simply computes how much a triangle is aligned with a given sweep direction.
* Captured in a function to make sure it is always computed correctly, i.e. working for double-sided triangles.
*
* \param triNormal [in] triangle's normal
* \param unitDir [in] sweep direction (normalized)
* \return alignment value in [-1.0f, 0.0f]. -1.0f for fully aligned, 0.0f for fully orthogonal.
*/
PX_FORCE_INLINE PxReal computeAlignmentValue(const PxVec3& triNormal, const PxVec3& unitDir)
{
PX_ASSERT(triNormal.isNormalized());
// PT: initial dot product gives the angle between the two, with "best" triangles getting a +1 or -1 score
// depending on their winding. We take the absolute value to ignore the impact of winding. We negate the result
// to make the function compatible with the initial code, which assumed single-sided triangles and expected -1
// for best triangles.
return -PxAbs(triNormal.dot(unitDir));
}
/**
* PT: sweeps: determines if a newly touched triangle is "better" than best one so far.
* In this context "better" means either clearly smaller impact distance, or a similar impact
* distance but a normal more aligned with the sweep direction.
*
* \param triImpactDistance [in] new triangle's impact distance
* \param triAlignmentValue [in] new triangle's alignment value (as computed by computeAlignmentValue)
* \param bestImpactDistance [in] current best triangle's impact distance
* \param bestAlignmentValue [in] current best triangle's alignment value (as computed by computeAlignmentValue)
* \param maxDistance [in] maximum distance of the query, hit cannot be longer than this maxDistance
* \return true if new triangle is better
*/
PX_FORCE_INLINE bool keepTriangle( float triImpactDistance, float triAlignmentValue,
float bestImpactDistance, float bestAlignmentValue, float maxDistance)
{
// Reject triangle if further than the maxDistance
if(triImpactDistance > maxDistance)
return false;
// If initial overlap happens, keep the triangle
if(triImpactDistance == 0.0f)
return true;
// tris have "similar" impact distances if the difference is smaller than 2*distEpsilon
float distEpsilon = GU_EPSILON_SAME_DISTANCE; // pick a farther hit within distEpsilon that is more opposing than the previous closest hit
// PT: make it a relative epsilon to make sure it still works with large distances
distEpsilon *= PxMax(1.0f, PxMax(triImpactDistance, bestImpactDistance));
// If new distance is more than epsilon closer than old distance
if(triImpactDistance < bestImpactDistance - distEpsilon)
return true;
// If new distance is no more than epsilon farther than oldDistance and "face is more opposing than previous"
if(triImpactDistance < bestImpactDistance+distEpsilon && triAlignmentValue < bestAlignmentValue)
return true;
// If alignment value is the same, but the new triangle is closer than the best distance
if(triAlignmentValue == bestAlignmentValue && triImpactDistance < bestImpactDistance)
return true;
return false;
}
PX_FORCE_INLINE bool keepTriangleBasic(float triImpactDistance, float bestImpactDistance, float maxDistance)
{
// Reject triangle if further than the maxDistance
if(triImpactDistance > maxDistance)
return false;
// If initial overlap happens, keep the triangle
if(triImpactDistance == 0.0f)
return true;
// If new distance is more than epsilon closer than old distance
if(triImpactDistance < bestImpactDistance)
return true;
return false;
}
PX_FORCE_INLINE PxVec3 cross100(const PxVec3& b)
{
return PxVec3(0.0f, -b.z, b.y);
}
PX_FORCE_INLINE PxVec3 cross010(const PxVec3& b)
{
return PxVec3(b.z, 0.0f, -b.x);
}
PX_FORCE_INLINE PxVec3 cross001(const PxVec3& b)
{
return PxVec3(-b.y, b.x, 0.0f);
}
//! Compute point as combination of barycentric coordinates
PX_FORCE_INLINE PxVec3 computeBarycentricPoint(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, PxReal u, PxReal v)
{
// This seems to confuse the compiler...
// return (1.0f - u - v)*p0 + u*p1 + v*p2;
const PxF32 w = 1.0f - u - v;
return PxVec3(w * p0.x + u * p1.x + v * p2.x, w * p0.y + u * p1.y + v * p2.y, w * p0.z + u * p1.z + v * p2.z);
}
PX_FORCE_INLINE PxReal computeTetrahedronVolume(const PxVec3& x0, const PxVec3& x1, const PxVec3& x2, const PxVec3& x3, PxMat33& edgeMatrix)
{
const PxVec3 u1 = x1 - x0;
const PxVec3 u2 = x2 - x0;
const PxVec3 u3 = x3 - x0;
edgeMatrix = PxMat33(u1, u2, u3);
const PxReal det = edgeMatrix.getDeterminant();
const PxReal volume = det / 6.0f;
return volume;
}
PX_FORCE_INLINE PxReal computeTetrahedronVolume(const PxVec3& x0, const PxVec3& x1, const PxVec3& x2, const PxVec3& x3)
{
PxMat33 edgeMatrix;
return computeTetrahedronVolume(x0, x1, x2, x3, edgeMatrix);
}
// IndexType should be PxU16 or PxU32.
template<typename IndexType>
PX_FORCE_INLINE PxReal computeTriangleMeshVolume(const PxVec3* vertices, const IndexType* indices,
const PxU32 numTriangles)
{
// See https://twitter.com/keenanisalive/status/1437178786286653445?lang=en
float volume = 0.0f;
for(PxU32 i = 0; i < numTriangles; ++i)
{
PxVec3 v0 = vertices[indices[3*i]];
PxVec3 v1 = vertices[indices[3 * i + 1]];
PxVec3 v2 = vertices[indices[3 * i + 2]];
PxVec3 v0v1 = v0.cross(v1);
volume += v0v1.dot(v2);
}
return volume / 6.0f;
}
// IndexType should be PxU16 or PxU32.
// W in PxVec4 of vertices are ignored.
template <typename IndexType>
PX_FORCE_INLINE PxReal computeTriangleMeshVolume(const PxVec4* vertices, const IndexType* indices,
const PxU32 numTriangles)
{
// See https://twitter.com/keenanisalive/status/1437178786286653445?lang=en
float volume = 0.0f;
for(PxU32 i = 0; i < numTriangles; ++i)
{
PxVec3 v0 = vertices[indices[3 * i]].getXYZ();
PxVec3 v1 = vertices[indices[3 * i + 1]].getXYZ();
PxVec3 v2 = vertices[indices[3 * i + 2]].getXYZ();
PxVec3 v0v1 = v0.cross(v1);
volume += v0v1.dot(v2);
}
return volume / 6.0f;
}
/*!
Extend an edge along its length by a factor
*/
PX_FORCE_INLINE void makeFatEdge(PxVec3& p0, PxVec3& p1, PxReal fatCoeff)
{
PxVec3 delta = p1 - p0;
const PxReal m = delta.magnitude();
if (m > 0.0f)
{
delta *= fatCoeff / m;
p0 -= delta;
p1 += delta;
}
}
#if 0
/*!
Extend an edge along its length by a factor
*/
PX_FORCE_INLINE void makeFatEdge(aos::Vec3V& p0, aos::Vec3V& p1, const aos::FloatVArg fatCoeff)
{
const aos::Vec3V delta = aos::V3Sub(p1, p0);
const aos::FloatV m = aos::V3Length(delta);
const aos::BoolV con = aos::FIsGrtr(m, aos::FZero());
const aos::Vec3V fatDelta = aos::V3Scale(aos::V3ScaleInv(delta, m), fatCoeff);
p0 = aos::V3Sel(con, aos::V3Sub(p0, fatDelta), p0);
p1 = aos::V3Sel(con, aos::V3Add(p1, fatDelta), p1);
}
#endif
PX_FORCE_INLINE PxU32 closestAxis(const PxVec3& v, PxU32& j, PxU32& k)
{
// find largest 2D plane projection
const PxF32 absPx = PxAbs(v.x);
const PxF32 absNy = PxAbs(v.y);
const PxF32 absNz = PxAbs(v.z);
PxU32 m = 0; // x biggest axis
j = 1;
k = 2;
if (absNy > absPx && absNy > absNz)
{
// y biggest
j = 2;
k = 0;
m = 1;
}
else if (absNz > absPx)
{
// z biggest
j = 0;
k = 1;
m = 2;
}
return m;
}
PX_FORCE_INLINE bool isAlmostZero(const PxVec3& v)
{
if (PxAbs(v.x) > 1e-6f || PxAbs(v.y) > 1e-6f || PxAbs(v.z) > 1e-6f)
return false;
return true;
}
} // namespace Gu
}
#endif