| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | // |
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. |
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 29 | |
| 30 | #ifndef GU_INTERSECTION_TRIANGLE_BOX_REF_H |
| 31 | #define GU_INTERSECTION_TRIANGLE_BOX_REF_H |
| 32 | |
| 33 | #include "CmPhysXCommon.h" |
| 34 | #include "foundation/PxVec3.h" |
| 35 | |
| 36 | |
| 37 | /********************************************************/ |
| 38 | /* AABB-triangle overlap test code */ |
| 39 | /* by Tomas Akenine-M?r */ |
| 40 | /* Function: int triBoxOverlap(float boxcenter[3], */ |
| 41 | /* float boxhalfsize[3],float triverts[3][3]); */ |
| 42 | /* History: */ |
| 43 | /* 2001-03-05: released the code in its first version */ |
| 44 | /* 2001-06-18: changed the order of the tests, faster */ |
| 45 | /* */ |
| 46 | /* Acknowledgement: Many thanks to Pierre Terdiman for */ |
| 47 | /* suggestions and discussions on how to optimize code. */ |
| 48 | /* Thanks to David Hunt for finding a ">="-bug! */ |
| 49 | /********************************************************/ |
| 50 | |
| 51 | |
| 52 | namespace physx |
| 53 | { |
| 54 | |
| 55 | #define CROSS(dest,v1,v2) \ |
| 56 | dest.x=v1.y*v2.z-v1.z*v2.y; \ |
| 57 | dest.y=v1.z*v2.x-v1.x*v2.z; \ |
| 58 | dest.z=v1.x*v2.y-v1.y*v2.x; |
| 59 | |
| 60 | #define DOT(v1,v2) (v1.x*v2.x+v1.y*v2.y+v1.z*v2.z) |
| 61 | |
| 62 | #define FINDMINMAX(x0, x1, x2, minimum, maximum) \ |
| 63 | minimum = physx::intrinsics::selectMin(x0, x1); \ |
| 64 | maximum = physx::intrinsics::selectMax(x0, x1); \ |
| 65 | minimum = physx::intrinsics::selectMin(minimum, x2); \ |
| 66 | maximum = physx::intrinsics::selectMax(maximum, x2); |
| 67 | |
| 68 | static PX_CUDA_CALLABLE PX_FORCE_INLINE Ps::IntBool planeBoxOverlap(const PxVec3& normal, PxReal d, const PxVec3& maxbox) |
| 69 | { |
| 70 | PxVec3 vmin, vmax; |
| 71 | |
| 72 | if (normal.x>0.0f) |
| 73 | { |
| 74 | vmin.x = -maxbox.x; |
| 75 | vmax.x = maxbox.x; |
| 76 | } |
| 77 | else |
| 78 | { |
| 79 | vmin.x = maxbox.x; |
| 80 | vmax.x = -maxbox.x; |
| 81 | } |
| 82 | |
| 83 | if (normal.y>0.0f) |
| 84 | { |
| 85 | vmin.y = -maxbox.y; |
| 86 | vmax.y = maxbox.y; |
| 87 | } |
| 88 | else |
| 89 | { |
| 90 | vmin.y = maxbox.y; |
| 91 | vmax.y = -maxbox.y; |
| 92 | } |
| 93 | |
| 94 | if (normal.z>0.0f) |
| 95 | { |
| 96 | vmin.z = -maxbox.z; |
| 97 | vmax.z = maxbox.z; |
| 98 | } |
| 99 | else |
| 100 | { |
| 101 | vmin.z = maxbox.z; |
| 102 | vmax.z = -maxbox.z; |
| 103 | } |
| 104 | |
| 105 | if (normal.dot(v: vmin) + d > 0.0f) return Ps::IntFalse; |
| 106 | if (normal.dot(v: vmax) + d >= 0.0f) return Ps::IntTrue; |
| 107 | return Ps::IntFalse; |
| 108 | } |
| 109 | |
| 110 | /*======================== X-tests ========================*/ |
| 111 | #define AXISTEST_X01(a, b, fa, fb) \ |
| 112 | p0 = a*v0.y - b*v0.z; \ |
| 113 | p2 = a*v2.y - b*v2.z; \ |
| 114 | minimum = physx::intrinsics::selectMin(p0, p2); \ |
| 115 | maximum = physx::intrinsics::selectMax(p0, p2); \ |
| 116 | rad = fa * extents.y + fb * extents.z; \ |
| 117 | if(minimum>rad || maximum<-rad) return Ps::IntFalse; |
| 118 | |
| 119 | #define AXISTEST_X2(a, b, fa, fb) \ |
| 120 | p0 = a*v0.y - b*v0.z; \ |
| 121 | p1 = a*v1.y - b*v1.z; \ |
| 122 | minimum = physx::intrinsics::selectMin(p0, p1); \ |
| 123 | maximum = physx::intrinsics::selectMax(p0, p1); \ |
| 124 | rad = fa * extents.y + fb * extents.z; \ |
| 125 | if(minimum>rad || maximum<-rad) return Ps::IntFalse; |
| 126 | |
| 127 | /*======================== Y-tests ========================*/ |
| 128 | #define AXISTEST_Y02(a, b, fa, fb) \ |
| 129 | p0 = -a*v0.x + b*v0.z; \ |
| 130 | p2 = -a*v2.x + b*v2.z; \ |
| 131 | minimum = physx::intrinsics::selectMin(p0, p2); \ |
| 132 | maximum = physx::intrinsics::selectMax(p0, p2); \ |
| 133 | rad = fa * extents.x + fb * extents.z; \ |
| 134 | if(minimum>rad || maximum<-rad) return Ps::IntFalse; |
| 135 | |
| 136 | #define AXISTEST_Y1(a, b, fa, fb) \ |
| 137 | p0 = -a*v0.x + b*v0.z; \ |
| 138 | p1 = -a*v1.x + b*v1.z; \ |
| 139 | minimum = physx::intrinsics::selectMin(p0, p1); \ |
| 140 | maximum = physx::intrinsics::selectMax(p0, p1); \ |
| 141 | rad = fa * extents.x + fb * extents.z; \ |
| 142 | if(minimum>rad || maximum<-rad) return Ps::IntFalse; |
| 143 | |
| 144 | /*======================== Z-tests ========================*/ |
| 145 | #define AXISTEST_Z12(a, b, fa, fb) \ |
| 146 | p1 = a*v1.x - b*v1.y; \ |
| 147 | p2 = a*v2.x - b*v2.y; \ |
| 148 | minimum = physx::intrinsics::selectMin(p1, p2); \ |
| 149 | maximum = physx::intrinsics::selectMax(p1, p2); \ |
| 150 | rad = fa * extents.x + fb * extents.y; \ |
| 151 | if(minimum>rad || maximum<-rad) return Ps::IntFalse; |
| 152 | |
| 153 | #define AXISTEST_Z0(a, b, fa, fb) \ |
| 154 | p0 = a*v0.x - b*v0.y; \ |
| 155 | p1 = a*v1.x - b*v1.y; \ |
| 156 | minimum = physx::intrinsics::selectMin(p0, p1); \ |
| 157 | maximum = physx::intrinsics::selectMax(p0, p1); \ |
| 158 | rad = fa * extents.x + fb * extents.y; \ |
| 159 | if(minimum>rad || maximum<-rad) return Ps::IntFalse; |
| 160 | |
| 161 | namespace Gu |
| 162 | { |
| 163 | |
| 164 | static PX_CUDA_CALLABLE PX_FORCE_INLINE Ps::IntBool intersectTriangleBox_RefImpl(const PxVec3& boxcenter, const PxVec3& extents, const PxVec3& tp0, const PxVec3& tp1, const PxVec3& tp2) |
| 165 | { |
| 166 | /* use separating axis theorem to test overlap between triangle and box */ |
| 167 | /* need to test for overlap in these directions: */ |
| 168 | /* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */ |
| 169 | /* we do not even need to test these) */ |
| 170 | /* 2) normal of the triangle */ |
| 171 | /* 3) crossproduct(edge from tri, {x,y,z}-directin) */ |
| 172 | /* this gives 3x3=9 more tests */ |
| 173 | |
| 174 | // This is the fastest branch on Sun - move everything so that the boxcenter is in (0,0,0) |
| 175 | const PxVec3 v0 = tp0 - boxcenter; |
| 176 | const PxVec3 v1 = tp1 - boxcenter; |
| 177 | const PxVec3 v2 = tp2 - boxcenter; |
| 178 | |
| 179 | // compute triangle edges |
| 180 | const PxVec3 e0 = v1 - v0; // tri edge 0 |
| 181 | const PxVec3 e1 = v2 - v1; // tri edge 1 |
| 182 | const PxVec3 e2 = v0 - v2; // tri edge 2 |
| 183 | |
| 184 | float minimum, maximum, rad, p0, p1, p2; |
| 185 | |
| 186 | // Bullet 3: test the 9 tests first (this was faster) |
| 187 | float fex = PxAbs(a: e0.x); |
| 188 | float fey = PxAbs(a: e0.y); |
| 189 | float fez = PxAbs(a: e0.z); |
| 190 | AXISTEST_X01(e0.z, e0.y, fez, fey); |
| 191 | AXISTEST_Y02(e0.z, e0.x, fez, fex); |
| 192 | AXISTEST_Z12(e0.y, e0.x, fey, fex); |
| 193 | |
| 194 | fex = PxAbs(a: e1.x); |
| 195 | fey = PxAbs(a: e1.y); |
| 196 | fez = PxAbs(a: e1.z); |
| 197 | AXISTEST_X01(e1.z, e1.y, fez, fey); |
| 198 | AXISTEST_Y02(e1.z, e1.x, fez, fex); |
| 199 | AXISTEST_Z0(e1.y, e1.x, fey, fex); |
| 200 | |
| 201 | fex = PxAbs(a: e2.x); |
| 202 | fey = PxAbs(a: e2.y); |
| 203 | fez = PxAbs(a: e2.z); |
| 204 | AXISTEST_X2(e2.z, e2.y, fez, fey); |
| 205 | AXISTEST_Y1(e2.z, e2.x, fez, fex); |
| 206 | AXISTEST_Z12(e2.y, e2.x, fey, fex); |
| 207 | |
| 208 | // Bullet 1: |
| 209 | // first test overlap in the {x,y,z}-directions |
| 210 | // find minimum, maximum of the triangle each direction, and test for overlap in |
| 211 | // that direction -- this is equivalent to testing a minimal AABB around |
| 212 | // the triangle against the AABB |
| 213 | |
| 214 | // test in X-direction |
| 215 | FINDMINMAX(v0.x, v1.x, v2.x, minimum, maximum); |
| 216 | if (minimum>extents.x || maximum<-extents.x) return Ps::IntFalse; |
| 217 | |
| 218 | // test in Y-direction |
| 219 | FINDMINMAX(v0.y, v1.y, v2.y, minimum, maximum); |
| 220 | if (minimum>extents.y || maximum<-extents.y) return Ps::IntFalse; |
| 221 | |
| 222 | // test in Z-direction |
| 223 | FINDMINMAX(v0.z, v1.z, v2.z, minimum, maximum); |
| 224 | if (minimum>extents.z || maximum<-extents.z) return Ps::IntFalse; |
| 225 | |
| 226 | // Bullet 2: |
| 227 | // test if the box intersects the plane of the triangle |
| 228 | // compute plane equation of triangle: normal*x+d=0 |
| 229 | PxVec3 normal; |
| 230 | CROSS(normal, e0, e1); |
| 231 | const float d = -DOT(normal, v0); // plane eq: normal.x+d=0 |
| 232 | if (!planeBoxOverlap(normal, d, maxbox: extents)) return Ps::IntFalse; |
| 233 | |
| 234 | return Ps::IntTrue; // box and triangle overlaps |
| 235 | } |
| 236 | } |
| 237 | |
| 238 | #undef CROSS |
| 239 | #undef DOT |
| 240 | #undef FINDMINMAX |
| 241 | #undef AXISTEST_X01 |
| 242 | #undef AXISTEST_X2 |
| 243 | #undef AXISTEST_Y02 |
| 244 | #undef AXISTEST_Y1 |
| 245 | #undef AXISTEST_Z12 |
| 246 | #undef AXISTEST_Z0 |
| 247 | |
| 248 | } |
| 249 | |
| 250 | #endif |
| 251 | |
| 252 | |