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All rights reserved. #ifndef GU_INTERSECTION_TRIANGLE_BOX_REF_H #define GU_INTERSECTION_TRIANGLE_BOX_REF_H #include "CmPhysXCommon.h" #include "foundation/PxVec3.h" /********************************************************/ /* AABB-triangle overlap test code */ /* by Tomas Akenine-M?r */ /* Function: int triBoxOverlap(float boxcenter[3], */ /* float boxhalfsize[3],float triverts[3][3]); */ /* History: */ /* 2001-03-05: released the code in its first version */ /* 2001-06-18: changed the order of the tests, faster */ /* */ /* Acknowledgement: Many thanks to Pierre Terdiman for */ /* suggestions and discussions on how to optimize code. */ /* Thanks to David Hunt for finding a ">="-bug! */ /********************************************************/ namespace physx { #define CROSS(dest,v1,v2) \ dest.x=v1.y*v2.z-v1.z*v2.y; \ dest.y=v1.z*v2.x-v1.x*v2.z; \ dest.z=v1.x*v2.y-v1.y*v2.x; #define DOT(v1,v2) (v1.x*v2.x+v1.y*v2.y+v1.z*v2.z) #define FINDMINMAX(x0, x1, x2, minimum, maximum) \ minimum = physx::intrinsics::selectMin(x0, x1); \ maximum = physx::intrinsics::selectMax(x0, x1); \ minimum = physx::intrinsics::selectMin(minimum, x2); \ maximum = physx::intrinsics::selectMax(maximum, x2); static PX_CUDA_CALLABLE PX_FORCE_INLINE Ps::IntBool planeBoxOverlap(const PxVec3& normal, PxReal d, const PxVec3& maxbox) { PxVec3 vmin, vmax; if (normal.x>0.0f) { vmin.x = -maxbox.x; vmax.x = maxbox.x; } else { vmin.x = maxbox.x; vmax.x = -maxbox.x; } if (normal.y>0.0f) { vmin.y = -maxbox.y; vmax.y = maxbox.y; } else { vmin.y = maxbox.y; vmax.y = -maxbox.y; } if (normal.z>0.0f) { vmin.z = -maxbox.z; vmax.z = maxbox.z; } else { vmin.z = maxbox.z; vmax.z = -maxbox.z; } if (normal.dot(vmin) + d > 0.0f) return Ps::IntFalse; if (normal.dot(vmax) + d >= 0.0f) return Ps::IntTrue; return Ps::IntFalse; } /*======================== X-tests ========================*/ #define AXISTEST_X01(a, b, fa, fb) \ p0 = a*v0.y - b*v0.z; \ p2 = a*v2.y - b*v2.z; \ minimum = physx::intrinsics::selectMin(p0, p2); \ maximum = physx::intrinsics::selectMax(p0, p2); \ rad = fa * extents.y + fb * extents.z; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; #define AXISTEST_X2(a, b, fa, fb) \ p0 = a*v0.y - b*v0.z; \ p1 = a*v1.y - b*v1.z; \ minimum = physx::intrinsics::selectMin(p0, p1); \ maximum = physx::intrinsics::selectMax(p0, p1); \ rad = fa * extents.y + fb * extents.z; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; /*======================== Y-tests ========================*/ #define AXISTEST_Y02(a, b, fa, fb) \ p0 = -a*v0.x + b*v0.z; \ p2 = -a*v2.x + b*v2.z; \ minimum = physx::intrinsics::selectMin(p0, p2); \ maximum = physx::intrinsics::selectMax(p0, p2); \ rad = fa * extents.x + fb * extents.z; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; #define AXISTEST_Y1(a, b, fa, fb) \ p0 = -a*v0.x + b*v0.z; \ p1 = -a*v1.x + b*v1.z; \ minimum = physx::intrinsics::selectMin(p0, p1); \ maximum = physx::intrinsics::selectMax(p0, p1); \ rad = fa * extents.x + fb * extents.z; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; /*======================== Z-tests ========================*/ #define AXISTEST_Z12(a, b, fa, fb) \ p1 = a*v1.x - b*v1.y; \ p2 = a*v2.x - b*v2.y; \ minimum = physx::intrinsics::selectMin(p1, p2); \ maximum = physx::intrinsics::selectMax(p1, p2); \ rad = fa * extents.x + fb * extents.y; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; #define AXISTEST_Z0(a, b, fa, fb) \ p0 = a*v0.x - b*v0.y; \ p1 = a*v1.x - b*v1.y; \ minimum = physx::intrinsics::selectMin(p0, p1); \ maximum = physx::intrinsics::selectMax(p0, p1); \ rad = fa * extents.x + fb * extents.y; \ if(minimum>rad || maximum<-rad) return Ps::IntFalse; namespace Gu { 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) { /* use separating axis theorem to test overlap between triangle and box */ /* need to test for overlap in these directions: */ /* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */ /* we do not even need to test these) */ /* 2) normal of the triangle */ /* 3) crossproduct(edge from tri, {x,y,z}-directin) */ /* this gives 3x3=9 more tests */ // This is the fastest branch on Sun - move everything so that the boxcenter is in (0,0,0) const PxVec3 v0 = tp0 - boxcenter; const PxVec3 v1 = tp1 - boxcenter; const PxVec3 v2 = tp2 - boxcenter; // compute triangle edges const PxVec3 e0 = v1 - v0; // tri edge 0 const PxVec3 e1 = v2 - v1; // tri edge 1 const PxVec3 e2 = v0 - v2; // tri edge 2 float minimum, maximum, rad, p0, p1, p2; // Bullet 3: test the 9 tests first (this was faster) float fex = PxAbs(e0.x); float fey = PxAbs(e0.y); float fez = PxAbs(e0.z); AXISTEST_X01(e0.z, e0.y, fez, fey); AXISTEST_Y02(e0.z, e0.x, fez, fex); AXISTEST_Z12(e0.y, e0.x, fey, fex); fex = PxAbs(e1.x); fey = PxAbs(e1.y); fez = PxAbs(e1.z); AXISTEST_X01(e1.z, e1.y, fez, fey); AXISTEST_Y02(e1.z, e1.x, fez, fex); AXISTEST_Z0(e1.y, e1.x, fey, fex); fex = PxAbs(e2.x); fey = PxAbs(e2.y); fez = PxAbs(e2.z); AXISTEST_X2(e2.z, e2.y, fez, fey); AXISTEST_Y1(e2.z, e2.x, fez, fex); AXISTEST_Z12(e2.y, e2.x, fey, fex); // Bullet 1: // first test overlap in the {x,y,z}-directions // find minimum, maximum of the triangle each direction, and test for overlap in // that direction -- this is equivalent to testing a minimal AABB around // the triangle against the AABB // test in X-direction FINDMINMAX(v0.x, v1.x, v2.x, minimum, maximum); if (minimum>extents.x || maximum<-extents.x) return Ps::IntFalse; // test in Y-direction FINDMINMAX(v0.y, v1.y, v2.y, minimum, maximum); if (minimum>extents.y || maximum<-extents.y) return Ps::IntFalse; // test in Z-direction FINDMINMAX(v0.z, v1.z, v2.z, minimum, maximum); if (minimum>extents.z || maximum<-extents.z) return Ps::IntFalse; // Bullet 2: // test if the box intersects the plane of the triangle // compute plane equation of triangle: normal*x+d=0 PxVec3 normal; CROSS(normal, e0, e1); const float d = -DOT(normal, v0); // plane eq: normal.x+d=0 if (!planeBoxOverlap(normal, d, extents)) return Ps::IntFalse; return Ps::IntTrue; // box and triangle overlaps } } #undef CROSS #undef DOT #undef FINDMINMAX #undef AXISTEST_X01 #undef AXISTEST_X2 #undef AXISTEST_Y02 #undef AXISTEST_Y1 #undef AXISTEST_Z12 #undef AXISTEST_Z0 } #endif