90 lines
3.7 KiB
C++
90 lines
3.7 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "GuBarycentricCoordinates.h"
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using namespace physx;
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using namespace Ps::aos;
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void Gu::barycentricCoordinates(const Vec3VArg p, const Vec3VArg a, const Vec3VArg b, FloatV& v)
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{
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const Vec3V v0 = V3Sub(a, p);
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const Vec3V v1 = V3Sub(b, p);
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const Vec3V d = V3Sub(v1, v0);
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const FloatV denominator = V3Dot(d, d);
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const FloatV numerator = V3Dot(V3Neg(v0), d);
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const FloatV zero = FZero();
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const FloatV denom = FSel(FIsGrtr(denominator, zero), FRecip(denominator), zero);
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v = FMul(numerator, denom);
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}
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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)
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{
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const Vec3V ab = V3Sub(b, a);
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const Vec3V ac = V3Sub(c, a);
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const Vec3V n = V3Cross(ab, ac);
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const VecCrossV crossA = V3PrepareCross(V3Sub(a, p));
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const VecCrossV crossB = V3PrepareCross(V3Sub(b, p));
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const VecCrossV crossC = V3PrepareCross(V3Sub(c, p));
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const Vec3V bCrossC = V3Cross(crossB, crossC);
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const Vec3V cCrossA = V3Cross(crossC, crossA);
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const Vec3V aCrossB = V3Cross(crossA, crossB);
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const FloatV va = V3Dot(n, bCrossC);//edge region of BC, signed area rbc, u = S(rbc)/S(abc) for a
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const FloatV vb = V3Dot(n, cCrossA);//edge region of AC, signed area rac, v = S(rca)/S(abc) for b
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const FloatV vc = V3Dot(n, aCrossB);//edge region of AB, signed area rab, w = S(rab)/S(abc) for c
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const FloatV totalArea =FAdd(va, FAdd(vb, vc));
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const FloatV zero = FZero();
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const FloatV denom = FSel(FIsEq(totalArea, zero), zero, FRecip(totalArea));
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v = FMul(vb, denom);
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w = FMul(vc, denom);
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}
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/*
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v0 = b - a;
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v1 = c - a;
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v2 = p - a;
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*/
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void Gu::barycentricCoordinates(const Vec3VArg v0, const Vec3VArg v1, const Vec3VArg v2, FloatV& v, FloatV& w)
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{
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const FloatV d00 = V3Dot(v0, v0);
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const FloatV d01 = V3Dot(v0, v1);
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const FloatV d11 = V3Dot(v1, v1);
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const FloatV d20 = V3Dot(v2, v0);
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const FloatV d21 = V3Dot(v2, v1);
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const FloatV denom = FRecip(FSub(FMul(d00,d11), FMul(d01, d01)));
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v = FMul(FSub(FMul(d11, d20), FMul(d01, d21)), denom);
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w = FMul(FSub(FMul(d00, d21), FMul(d01, d20)), denom);
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}
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