Projekt_Grafika/dependencies/physx-4.1/source/geomutils/src/common/GuBarycentricCoordinates.cpp
Jakub Adamski f5087ee7b6 new repo
2021-01-29 17:02:11 +01:00

90 lines
3.7 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
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// 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
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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//
// 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);
}