GRK/dependencies/physx-4.1/source/lowleveldynamics/src/DyContactReduction.h
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//
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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.
#ifndef DY_CONTACT_REDUCTION_H
#define DY_CONTACT_REDUCTION_H
#include "geomutils/GuContactPoint.h"
#include "PxsMaterialManager.h"
namespace physx
{
namespace Dy
{
//KS - might be OK with 4 but 5 guarantees the deepest + 4 contacts that contribute to largest surface area
#define CONTACT_REDUCTION_MAX_CONTACTS 6
#define CONTACT_REDUCTION_MAX_PATCHES 32
#define PXS_NORMAL_TOLERANCE 0.995f
#define PXS_SEPARATION_TOLERANCE 0.001f
//A patch contains a normal, pair of material indices and a list of indices. These indices are
//used to index into the PxContact array that's passed by the user
struct ReducedContactPatch
{
PxU32 numContactPoints;
PxU32 contactPoints[CONTACT_REDUCTION_MAX_CONTACTS];
};
struct ContactPatch
{
PxVec3 rootNormal;
ContactPatch* mNextPatch;
PxReal maxPenetration;
PxU16 startIndex;
PxU16 stride;
PxU16 rootIndex;
PxU16 index;
};
struct SortBoundsPredicateManifold
{
bool operator()(const ContactPatch* idx1, const ContactPatch* idx2) const
{
return idx1->maxPenetration < idx2->maxPenetration;
}
};
template <PxU32 MaxPatches>
class ContactReduction
{
public:
ReducedContactPatch mPatches[MaxPatches];
PxU32 mNumPatches;
ContactPatch mIntermediatePatches[CONTACT_REDUCTION_MAX_PATCHES];
ContactPatch* mIntermediatePatchesPtrs[CONTACT_REDUCTION_MAX_PATCHES];
PxU32 mNumIntermediatePatches;
Gu::ContactPoint* PX_RESTRICT mOriginalContacts;
PxsMaterialInfo* PX_RESTRICT mMaterialInfo;
PxU32 mNumOriginalContacts;
ContactReduction(Gu::ContactPoint* PX_RESTRICT originalContacts, PxsMaterialInfo* PX_RESTRICT materialInfo, PxU32 numContacts) :
mNumPatches(0), mNumIntermediatePatches(0), mOriginalContacts(originalContacts), mMaterialInfo(materialInfo), mNumOriginalContacts(numContacts)
{
}
void reduceContacts()
{
//First pass, break up into contact patches, storing the start and stride of the patches
//We will need to have contact patches and then coallesce them
mIntermediatePatches[0].rootNormal = mOriginalContacts[0].normal;
mIntermediatePatches[0].mNextPatch = NULL;
mIntermediatePatches[0].startIndex = 0;
mIntermediatePatches[0].rootIndex = 0;
mIntermediatePatches[0].maxPenetration = mOriginalContacts[0].separation;
mIntermediatePatches[0].index = 0;
PxU16 numPatches = 1;
//PxU32 startIndex = 0;
PxU32 numUniquePatches = 1;
PxU16 m = 1;
for(; m < mNumOriginalContacts; ++m)
{
PxI32 index = -1;
for(PxU32 b = numPatches; b > 0; --b)
{
ContactPatch& patch = mIntermediatePatches[b-1];
if(mMaterialInfo[patch.startIndex].mMaterialIndex0 == mMaterialInfo[m].mMaterialIndex0 && mMaterialInfo[patch.startIndex].mMaterialIndex1 == mMaterialInfo[m].mMaterialIndex1 &&
patch.rootNormal.dot(mOriginalContacts[m].normal) >= PXS_NORMAL_TOLERANCE)
{
index = PxI32(b-1);
break;
}
}
if(index != numPatches - 1)
{
mIntermediatePatches[numPatches-1].stride = PxU16(m - mIntermediatePatches[numPatches - 1].startIndex);
//Create a new patch...
if(numPatches == CONTACT_REDUCTION_MAX_PATCHES)
{
break;
}
mIntermediatePatches[numPatches].startIndex = m;
mIntermediatePatches[numPatches].mNextPatch = NULL;
if(index == -1)
{
mIntermediatePatches[numPatches].rootIndex = numPatches;
mIntermediatePatches[numPatches].rootNormal = mOriginalContacts[m].normal;
mIntermediatePatches[numPatches].maxPenetration = mOriginalContacts[m].separation;
mIntermediatePatches[numPatches].index = numPatches;
++numUniquePatches;
}
else
{
//Find last element in the link
PxU16 rootIndex = mIntermediatePatches[index].rootIndex;
mIntermediatePatches[index].mNextPatch = &mIntermediatePatches[numPatches];
mIntermediatePatches[numPatches].rootNormal = mIntermediatePatches[index].rootNormal;
mIntermediatePatches[rootIndex].maxPenetration = mIntermediatePatches[numPatches].maxPenetration = PxMin(mIntermediatePatches[rootIndex].maxPenetration, mOriginalContacts[m].separation);
mIntermediatePatches[numPatches].rootIndex = rootIndex;
mIntermediatePatches[numPatches].index = numPatches;
}
++numPatches;
}
}
mIntermediatePatches[numPatches-1].stride = PxU16(m - mIntermediatePatches[numPatches-1].startIndex);
//OK, we have a list of contact patches so that we can start contact reduction per-patch
//OK, now we can go and reduce the contacts on a per-patch basis...
for(PxU32 a = 0; a < numPatches; ++a)
{
mIntermediatePatchesPtrs[a] = &mIntermediatePatches[a];
}
SortBoundsPredicateManifold predicate;
Ps::sort(mIntermediatePatchesPtrs, numPatches, predicate);
PxU32 numReducedPatches = 0;
for(PxU32 a = 0; a < numPatches; ++a)
{
if(mIntermediatePatchesPtrs[a]->rootIndex == mIntermediatePatchesPtrs[a]->index)
{
//Reduce this patch...
if(numReducedPatches == MaxPatches)
break;
ReducedContactPatch& reducedPatch = mPatches[numReducedPatches++];
//OK, now we need to work out if we have to reduce patches...
PxU32 contactCount = 0;
{
ContactPatch* tmpPatch = mIntermediatePatchesPtrs[a];
while(tmpPatch)
{
contactCount += tmpPatch->stride;
tmpPatch = tmpPatch->mNextPatch;
}
}
if(contactCount <= CONTACT_REDUCTION_MAX_CONTACTS)
{
//Just add the contacts...
ContactPatch* tmpPatch = mIntermediatePatchesPtrs[a];
PxU32 ind = 0;
while(tmpPatch)
{
for(PxU32 b = 0; b < tmpPatch->stride; ++b)
{
reducedPatch.contactPoints[ind++] = tmpPatch->startIndex + b;
}
tmpPatch = tmpPatch->mNextPatch;
}
reducedPatch.numContactPoints = contactCount;
}
else
{
//Iterate through and find the most extreme point
PxU32 ind = 0;
{
PxReal dist = 0.f;
ContactPatch* tmpPatch = mIntermediatePatchesPtrs[a];
while(tmpPatch)
{
for(PxU32 b = 0; b < tmpPatch->stride; ++b)
{
PxReal magSq = mOriginalContacts[tmpPatch->startIndex + b].point.magnitudeSquared();
if(dist < magSq)
{
ind = tmpPatch->startIndex + b;
dist = magSq;
}
}
tmpPatch = tmpPatch->mNextPatch;
}
}
reducedPatch.contactPoints[0] = ind;
const PxVec3 p0 = mOriginalContacts[ind].point;
//Now find the point farthest from this point...
{
PxReal maxDist = 0.f;
ContactPatch* tmpPatch = mIntermediatePatchesPtrs[a];
while(tmpPatch)
{
for(PxU32 b = 0; b < tmpPatch->stride; ++b)
{
PxReal magSq = (p0 - mOriginalContacts[tmpPatch->startIndex + b].point).magnitudeSquared();
if(magSq > maxDist)
{
ind = tmpPatch->startIndex + b;
maxDist = magSq;
}
}
tmpPatch = tmpPatch->mNextPatch;
}
}
reducedPatch.contactPoints[1] = ind;
const PxVec3 p1 = mOriginalContacts[ind].point;
//Now find the point farthest from the segment
PxVec3 n = (p0 - p1).cross(mIntermediatePatchesPtrs[a]->rootNormal);
//PxReal tVal = 0.f;
{
PxReal maxDist = 0.f;
//PxReal tmpTVal;
ContactPatch* tmpPatch = mIntermediatePatchesPtrs[a];
while(tmpPatch)
{
for(PxU32 b = 0; b < tmpPatch->stride; ++b)
{
//PxReal magSq = tmpDistancePointSegmentSquared(p0, p1, mOriginalContacts[tmpPatch->startIndex + b].point, tmpTVal);
PxReal magSq = (mOriginalContacts[tmpPatch->startIndex + b].point - p0).dot(n);
if(magSq > maxDist)
{
ind = tmpPatch->startIndex + b;
//tVal = tmpTVal;
maxDist = magSq;
}
}
tmpPatch = tmpPatch->mNextPatch;
}
}
reducedPatch.contactPoints[2] = ind;
//const PxVec3 closest = (p0 + (p1 - p0) * tVal);
const PxVec3 dir = -n;//closest - p3;
{
PxReal maxDist = 0.f;
//PxReal tVal = 0.f;
ContactPatch* tmpPatch = mIntermediatePatchesPtrs[a];
while(tmpPatch)
{
for(PxU32 b = 0; b < tmpPatch->stride; ++b)
{
PxReal magSq = (mOriginalContacts[tmpPatch->startIndex + b].point - p0).dot(dir);
if(magSq > maxDist)
{
ind = tmpPatch->startIndex + b;
maxDist = magSq;
}
}
tmpPatch = tmpPatch->mNextPatch;
}
}
reducedPatch.contactPoints[3] = ind;
//Now, we iterate through all the points, and cluster the points. From this, we establish the deepest point that's within a
//tolerance of this point and keep that point
PxReal separation[CONTACT_REDUCTION_MAX_CONTACTS];
PxU32 deepestInd[CONTACT_REDUCTION_MAX_CONTACTS];
for(PxU32 i = 0; i < 4; ++i)
{
PxU32 index = reducedPatch.contactPoints[i];
separation[i] = mOriginalContacts[index].separation - PXS_SEPARATION_TOLERANCE;
deepestInd[i] = index;
}
ContactPatch* tmpPatch = mIntermediatePatchesPtrs[a];
while(tmpPatch)
{
for(PxU32 b = 0; b < tmpPatch->stride; ++b)
{
Gu::ContactPoint& point = mOriginalContacts[tmpPatch->startIndex + b];
PxReal distance = PX_MAX_REAL;
PxU32 index = 0;
for(PxU32 c = 0; c < 4; ++c)
{
PxVec3 dif = mOriginalContacts[reducedPatch.contactPoints[c]].point - point.point;
PxReal d = dif.magnitudeSquared();
if(distance > d)
{
distance = d;
index = c;
}
}
if(separation[index] > point.separation)
{
deepestInd[index] = tmpPatch->startIndex+b;
separation[index] = point.separation;
}
}
tmpPatch = tmpPatch->mNextPatch;
}
bool chosen[64];
PxMemZero(chosen, sizeof(chosen));
for(PxU32 i = 0; i < 4; ++i)
{
reducedPatch.contactPoints[i] = deepestInd[i];
chosen[deepestInd[i]] = true;
}
for(PxU32 i = 4; i < CONTACT_REDUCTION_MAX_CONTACTS; ++i)
{
separation[i] = PX_MAX_REAL;
deepestInd[i] = 0;
}
tmpPatch = mIntermediatePatchesPtrs[a];
while(tmpPatch)
{
for(PxU32 b = 0; b < tmpPatch->stride; ++b)
{
if(!chosen[tmpPatch->startIndex+b])
{
Gu::ContactPoint& point = mOriginalContacts[tmpPatch->startIndex + b];
for(PxU32 j = 4; j < CONTACT_REDUCTION_MAX_CONTACTS; ++j)
{
if(point.separation < separation[j])
{
for(PxU32 k = CONTACT_REDUCTION_MAX_CONTACTS-1; k > j; --k)
{
separation[k] = separation[k-1];
deepestInd[k] = deepestInd[k-1];
}
separation[j] = point.separation;
deepestInd[j] = tmpPatch->startIndex+b;
break;
}
}
}
}
tmpPatch = tmpPatch->mNextPatch;
}
for(PxU32 i = 4; i < CONTACT_REDUCTION_MAX_CONTACTS; ++i)
{
reducedPatch.contactPoints[i] = deepestInd[i];
}
reducedPatch.numContactPoints = CONTACT_REDUCTION_MAX_CONTACTS;
}
}
}
mNumPatches = numReducedPatches;
}
};
}
}
#endif //DY_CONTACT_REDUCTION_H