// // 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) 2008-2019 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 "GuBarycentricCoordinates.h" using namespace physx; using namespace Ps::aos; void Gu::barycentricCoordinates(const Vec3VArg p, const Vec3VArg a, const Vec3VArg b, FloatV& v) { const Vec3V v0 = V3Sub(a, p); const Vec3V v1 = V3Sub(b, p); const Vec3V d = V3Sub(v1, v0); const FloatV denominator = V3Dot(d, d); const FloatV numerator = V3Dot(V3Neg(v0), d); const FloatV zero = FZero(); const FloatV denom = FSel(FIsGrtr(denominator, zero), FRecip(denominator), zero); v = FMul(numerator, denom); } void Gu::barycentricCoordinates(const Ps::aos::Vec3VArg p, const Ps::aos::Vec3VArg a, const Ps::aos::Vec3VArg b, const Ps::aos::Vec3VArg c, Ps::aos::FloatV& v, Ps::aos::FloatV& w) { const Vec3V ab = V3Sub(b, a); const Vec3V ac = V3Sub(c, a); const Vec3V n = V3Cross(ab, ac); const VecCrossV crossA = V3PrepareCross(V3Sub(a, p)); const VecCrossV crossB = V3PrepareCross(V3Sub(b, p)); const VecCrossV crossC = V3PrepareCross(V3Sub(c, p)); const Vec3V bCrossC = V3Cross(crossB, crossC); const Vec3V cCrossA = V3Cross(crossC, crossA); const Vec3V aCrossB = V3Cross(crossA, crossB); const FloatV va = V3Dot(n, bCrossC);//edge region of BC, signed area rbc, u = S(rbc)/S(abc) for a const FloatV vb = V3Dot(n, cCrossA);//edge region of AC, signed area rac, v = S(rca)/S(abc) for b const FloatV vc = V3Dot(n, aCrossB);//edge region of AB, signed area rab, w = S(rab)/S(abc) for c const FloatV totalArea =FAdd(va, FAdd(vb, vc)); const FloatV zero = FZero(); const FloatV denom = FSel(FIsEq(totalArea, zero), zero, FRecip(totalArea)); v = FMul(vb, denom); w = FMul(vc, denom); } /* v0 = b - a; v1 = c - a; v2 = p - a; */ void Gu::barycentricCoordinates(const Vec3VArg v0, const Vec3VArg v1, const Vec3VArg v2, FloatV& v, FloatV& w) { const FloatV d00 = V3Dot(v0, v0); const FloatV d01 = V3Dot(v0, v1); const FloatV d11 = V3Dot(v1, v1); const FloatV d20 = V3Dot(v2, v0); const FloatV d21 = V3Dot(v2, v1); const FloatV denom = FRecip(FSub(FMul(d00,d11), FMul(d01, d01))); v = FMul(FSub(FMul(d11, d20), FMul(d01, d21)), denom); w = FMul(FSub(FMul(d00, d21), FMul(d01, d20)), denom); }