/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
* 
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* 
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 
* 3. This notice may not be removed or altered from any source distribution.
*/

#include "dgStdafx.h"
#include "dgMemory.h"
#include "dgGoogol.h"
#include "dgIntersections.h"

#define USE_FLOAT_VERSION

//#define DG_RAY_TOL_ERROR (dgFloat32 (-1.0e-5f))
#define DG_RAY_TOL_ERROR (dgFloat32 (-1.0e-3f))
//#define DG_RAY_TOL_ERROR (dgFloat32 (-1.0e-2f))
//#define DG_RAY_TOL_ERROR (dgFloat32 (-1.0e-1f))

FastRayTest::FastRayTest(const dgVector& l0, const dgVector& l1)
	: m_p0 (l0), m_p1(l1), m_diff (l1 - l0),
	  m_minT(dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f)) , 
	  m_maxT(dgFloat32 (1.0f), dgFloat32 (1.0f), dgFloat32 (1.0f), dgFloat32 (1.0f)),
//	  m_tolerance (DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR, dgFloat32 (0.0f)),
	  m_tolerance (DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR),
	  m_zero(dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f)) 
{
	m_isParallel[0] = (dgAbsf (m_diff.m_x) > dgFloat32 (1.0e-8f)) ? 0 : dgInt32 (0xffffffff); 
	m_isParallel[1] = (dgAbsf (m_diff.m_y) > dgFloat32 (1.0e-8f)) ? 0 : dgInt32 (0xffffffff); 
	m_isParallel[2] = (dgAbsf (m_diff.m_z) > dgFloat32 (1.0e-8f)) ? 0 : dgInt32 (0xffffffff); 
	m_isParallel[3] = 0;

	m_dpInv.m_x = (!m_isParallel[0]) ? (dgFloat32 (1.0f) / m_diff.m_x) : dgFloat32 (1.0e20f);
	m_dpInv.m_y = (!m_isParallel[1]) ? (dgFloat32 (1.0f) / m_diff.m_y) : dgFloat32 (1.0e20f);
	m_dpInv.m_z = (!m_isParallel[2]) ? (dgFloat32 (1.0f) / m_diff.m_z) : dgFloat32 (1.0e20f);
	m_dpInv.m_w = dgFloat32 (0.0f);
	m_dpBaseInv = m_dpInv;

//	m_ray_xxx = dgVector (m_diff.m_x, m_diff.m_x, m_diff.m_x, dgFloat32 (0.0f));
//	m_ray_yyy = dgVector (m_diff.m_y, m_diff.m_y, m_diff.m_y, dgFloat32 (0.0f));
//	m_ray_zzz = dgVector (m_diff.m_z, m_diff.m_z, m_diff.m_z, dgFloat32 (0.0f));

	m_ray_xxxx = dgVector (m_diff.m_x, m_diff.m_x, m_diff.m_x, m_diff.m_x);
	m_ray_yyyy = dgVector (m_diff.m_y, m_diff.m_y, m_diff.m_y, m_diff.m_y);
	m_ray_zzzz = dgVector (m_diff.m_z, m_diff.m_z, m_diff.m_z, m_diff.m_z);

	m_dirError = -dgFloat32 (0.0175f) * dgSqrt (m_diff % m_diff);

//		simd_type tolerance;
//	tollerance = simd_set (DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR);
//	m_tolerance = dgVector (DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR, DG_RAY_TOL_ERROR, dgFloat32 (0.0f));

}

dgInt32 FastRayTest::BoxTestSimd (const dgVector& minBox, const dgVector& maxBox) const
{
#ifdef DG_BUILD_SIMD_CODE
//	dgInt32 isParallel;

//	simd_type t0;
//	simd_type t1;
//	simd_type tt0;
//	simd_type tt1;
//	simd_type test;
//	simd_type paralletTest;

	simd_type tt0 = simd_and_v (simd_or_v (simd_cmple_v((simd_type&)m_p0, (simd_type&)minBox), simd_cmpge_v((simd_type&)m_p0, (simd_type&)maxBox)), (simd_type&)m_isParallel);
	tt0 = simd_or_v (tt0, simd_move_hl_v (tt0, tt0));

//	dgFloatSign isParallel;
//	simd_store_s(simd_or_v (tt0, simd_permut_v (tt0, tt0, PURMUT_MASK(3, 2, 1, 1))), &isParallel.m_fVal);
//	if (isParallel.m_integer.m_iVal) {
	if (simd_store_is(simd_or_v (tt0, simd_permut_v (tt0, tt0, PURMUT_MASK(3, 2, 1, 1))))) {
		return 0;
	}

	tt0 = simd_mul_v (simd_sub_v ((simd_type&)minBox, (simd_type&)m_p0), (simd_type&)m_dpInv);
	simd_type tt1 = simd_mul_v (simd_sub_v ((simd_type&)maxBox, (simd_type&)m_p0), (simd_type&)m_dpInv);

	simd_type t0 = simd_max_v(simd_min_v(tt0, tt1), (simd_type&)m_minT);
	simd_type t1 = simd_min_v(simd_max_v(tt0, tt1), (simd_type&)m_maxT);

	t0 = simd_max_v(t0, simd_permut_v (t0, t0, PURMUT_MASK(3, 2, 1, 2)));
	t1 = simd_min_v(t1, simd_permut_v (t1, t1, PURMUT_MASK(3, 2, 1, 2)));

	t0 = simd_max_s(t0, simd_permut_v (t0, t0, PURMUT_MASK(3, 2, 1, 1)));
	t1 = simd_min_s(t1, simd_permut_v (t1, t1, PURMUT_MASK(3, 2, 1, 1)));

//	simd_store_s(simd_cmple_s(t0, t1), &isParallel.m_fVal);
//	return isParallel.m_integer.m_iVal;
	return simd_store_is(simd_cmple_s(t0, t1));
#else
	return 0;
#endif
}


dgInt32 FastRayTest::BoxTest (const dgVector& minBox, const dgVector& maxBox) const
{
	dgFloat32 tmin = 0.0f;          
	dgFloat32 tmax = 1.0f;

	for (dgInt32 i = 0; i < 3; i++) {
		if (m_isParallel[i]) {
			if (m_p0[i] <= minBox[i] || m_p0[i] >= maxBox[i]) {
				return 0;
			}
		} else {
			dgFloat32 t1 = (minBox[i] - m_p0[i]) * m_dpInv[i];
			dgFloat32 t2 = (maxBox[i] - m_p0[i]) * m_dpInv[i];

			if (t1 > t2) {
				Swap(t1, t2);
			}
			if (t1 > tmin) {
				tmin = t1;
			}
			if (t2 < tmax) {
				tmax = t2;
			}
			if (tmin > tmax) {
				return 0;
			}
		}
	}
	return 0xffffff;
}



dgFloat32 FastRayTest::PolygonIntersectSimd (const dgVector& normal, const dgFloat32* const polygon, dgInt32 strideInBytes, const dgInt32* const indexArray, dgInt32 indexCount) const
{
#ifdef DG_BUILD_SIMD_CODE

	dgFloatSign test;

	_ASSERTE (m_p0.m_w == m_p1.m_w);

	simd_type dist = simd_mul_v ((simd_type&)normal, (simd_type&)m_diff);
	dist = simd_add_s (dist, simd_permut_v(dist, dist, PURMUT_MASK(3, 2, 1, 2)));
	dist = simd_add_s (dist, simd_permut_v(dist, dist, PURMUT_MASK(3, 2, 1, 1)));
//	simd_store_s (simd_cmple_s (dist, simd_set1(dgFloat32 (0.0f))), &test.m_fVal);
	simd_store_s (simd_cmple_s (dist, simd_set1(m_dirError)), &test.m_fVal);
	
//	if (dist < dgFloat32 (0.0f)) {
	if (test.m_integer.m_iVal) {
		dgInt32 i1;

		dgInt32 stride = strideInBytes / sizeof (dgFloat32);

		dgInt32 i0 = indexArray[0] * stride;
		simd_type v0 = simd_loadu_v (polygon[i0]);
		simd_type p0v0 = simd_sub_v (v0, (simd_type&)m_p0);

		simd_type num = simd_mul_v ((simd_type&)normal, p0v0);
		num = simd_add_s (num, simd_permut_v(num, num, PURMUT_MASK(3, 2, 1, 2)));
		num = simd_add_s (num, simd_permut_v(num, num, PURMUT_MASK(3, 2, 1, 1)));
//		if ((tOut < dgFloat32 (0.0f)) && (tOut > dist)) {
		simd_store_s (simd_and_v (simd_cmplt_s (num, (simd_type&) m_zero), simd_cmpgt_s (num, (simd_type&) dist)), (dgFloat32*) &i1);
		if (i1) {
			i1 = indexArray[1] * stride;
			simd_type v1 = simd_loadu_v (polygon[i1]);
			simd_type p0v1 = simd_sub_v (v1, (simd_type&)m_p0);

			for (dgInt32 i = 2; i < indexCount; i ++) {
				dgFloatSign test;

				i1 = indexArray[i] * stride;
	//			dgVector v2 (&polygon[i2]);
				simd_type v2 = simd_loadu_v (polygon[i1]);
	//			dgVector p0v2 (v2 - ray_p0);
				simd_type p0v2 = simd_sub_v (v2, (simd_type&)m_p0);

				simd_type p0v_y = simd_pack_lo_v (p0v0, p0v1);
				simd_type p0v_x = simd_move_lh_v (p0v_y, p0v2);
				p0v_y = simd_permut_v (p0v_y, p0v2, PURMUT_MASK (3, 1, 3, 2));
				simd_type p0v_z = simd_permut_v (simd_pack_hi_v (p0v0, p0v1), p0v2, PURMUT_MASK (3, 2, 1, 0));

				simd_type tmp = simd_sub_v (simd_mul_v ((simd_type&)m_ray_yyyy, p0v_z), simd_mul_v ((simd_type&)m_ray_zzzz, p0v_y));
				simd_type alpha = simd_mul_v (simd_permut_v (tmp, tmp, PURMUT_MASK (3, 0, 2, 1)), p0v_x);

				tmp = simd_sub_v (simd_mul_v ((simd_type&)m_ray_zzzz, p0v_x), simd_mul_v ((simd_type&)m_ray_xxxx, p0v_z));
				alpha = simd_mul_add_v (alpha, simd_permut_v (tmp, tmp, PURMUT_MASK (3, 0, 2, 1)), p0v_y);

				tmp = simd_sub_v (simd_mul_v ((simd_type&)m_ray_xxxx, p0v_y), simd_mul_v ((simd_type&)m_ray_yyyy, p0v_x));
				alpha = simd_mul_add_v (alpha, simd_permut_v (tmp, tmp, PURMUT_MASK (3, 0, 2, 1)), p0v_z);

				tmp = simd_cmpgt_v (alpha, (simd_type&) m_tolerance);
				tmp = simd_and_v (tmp, simd_permut_v (tmp, tmp, PURMUT_MASK (3, 2, 1, 2)));

				simd_store_s (simd_and_v (tmp, simd_permut_v (tmp, tmp, PURMUT_MASK (3, 2, 1, 1))), &test.m_fVal);
				if (test.m_integer.m_iVal) {
					dgFloat32 tOut;
					simd_store_s (simd_div_s(num, dist), &tOut);
					_ASSERTE (tOut >= dgFloat32 (0.0f));
					_ASSERTE (tOut <= dgFloat32 (1.0f));
					return tOut;
				}
				p0v1 = p0v2;
			} 
		}
	}
	return 1.2f;


/*
	_ASSERTE (m_p0.m_w == m_p1.m_w);

	dgFloat32 dist = normal % m_diff;
	if (dist < m_dirError) {
		dgInt32 stride = dgInt32 (strideInBytes / sizeof (dgFloat32));

		dgVector v0 (&polygon[indexArray[indexCount - 1] * stride]);
		dgVector p0v0 (v0 - m_p0);
		dgFloat32 tOut = normal % p0v0;
		// this only work for convex polygons and for single side faces 
		// walk the polygon around the edges and calculate the volume 

		if ((tOut < dgFloat32 (0.0f)) && (tOut > dist)) {
			dgInt32 i3 = indexCount - 1; 
			dgInt32 i2 = indexCount - 2; 
			dgInt32 i1 = indexCount - 3; 
			dgInt32 i0 = (indexCount > 3) ? indexCount - 4 : 0; 

			for (dgInt32 i4 = 0; i4 < indexCount; i4 += 4) {
//				dgVector v1 (&polygon[i2]);
//				dgVector p0v1 (v1 - m_p0);

				simd_type v0 = simd_loadu_v (polygon[indexArray[i0] * stride]);
				simd_type v1 = simd_loadu_v (polygon[indexArray[i1] * stride]);
				simd_type v2 = simd_loadu_v (polygon[indexArray[i2] * stride]);
				simd_type v3 = simd_loadu_v (polygon[indexArray[i3] * stride]);
				simd_type v4 = simd_loadu_v (polygon[indexArray[i4] * stride]);

				simd_type p0v0 = simd_sub_v (v0, (simd_type&)m_p0);
				simd_type p0v1 = simd_sub_v (v1, (simd_type&)m_p0);
				simd_type p0v2 = simd_sub_v (v2, (simd_type&)m_p0);
				simd_type p0v3 = simd_sub_v (v3, (simd_type&)m_p0);
				simd_type p0v4 = simd_sub_v (v4, (simd_type&)m_p0);

				// transpose the data into a structure of arrays
				simd_type tmp0 = simd_pack_lo_v(p0v0, p0v1);
				simd_type tmp1 = simd_pack_lo_v(p0v2, p0v3);
				simd_type p0v0_x = simd_move_lh_v (tmp0, tmp1);
				simd_type p0v0_y = simd_move_hl_v (tmp1, tmp0);
				tmp0 = simd_pack_hi_v(p0v0, p0v1);
				tmp1 = simd_pack_hi_v(p0v2, p0v3);
				simd_type p0v0_z = simd_move_lh_v (tmp0, tmp1);

				tmp0 = simd_pack_lo_v(p0v1, p0v2);
				tmp1 = simd_pack_lo_v(p0v3, p0v4);
				simd_type p0v1_x = simd_move_lh_v (tmp0, tmp1);
				simd_type p0v1_y = simd_move_hl_v (tmp1, tmp0);
				tmp0 = simd_pack_hi_v(p0v1, p0v2);
				tmp1 = simd_pack_hi_v(p0v3, p0v4);
				simd_type p0v1_z = simd_move_lh_v (tmp0, tmp1);

				//dgFloat32 alpha = (m_diff * p0v1) % p0v0;
				simd_type cross = simd_mul_add_v (simd_mul_add_v (simd_mul_v(p0v0_x, simd_mul_sub_v (simd_mul_v ((simd_type&)m_ray_yyyy, p0v1_z), (simd_type&)m_ray_zzzz, p0v1_y)),
																		     p0v0_y, simd_mul_sub_v (simd_mul_v ((simd_type&)m_ray_zzzz, p0v1_x), (simd_type&)m_ray_xxxx, p0v1_z)),
																		     p0v0_z, simd_mul_sub_v (simd_mul_v ((simd_type&)m_ray_xxxx, p0v1_y), (simd_type&)m_ray_yyyy, p0v1_x));

				// if a least one volume is negative it mean the line cross the polygon outside this edge and do not hit the face
				//if (alpha < DG_RAY_TOL_ERROR) {
				//	return 1.2f;
				//}
				tmp0 = simd_cmpgt_v (cross, (simd_type&) m_tolerance);
				tmp0 = simd_and_v (tmp0, simd_move_hl_v (tmp0, tmp0));
				tmp0 = simd_and_v (tmp0, simd_permut_v (tmp0, tmp0, PURMUT_MASK (0, 0, 0, 1)));

//				dgFloatSign test;
//				simd_store_s (tmp0, &test.m_fVal);
//				if (!test.m_integer.m_iVal) {
				if (!simd_store_is (tmp0)) {
					return 1.2f;
				}

				// calculate the volume formed by the line and the edge of the polygon
//				p0v0 = p0v1;

				i3 = i4 + 3; 
				i2 = i4 + 2; 
				i1 = i4 + 1; 
				i0 = i4 + 0; 
			}

			//the line is to the left of all the polygon edges, 
			//then the intersection is the point we the line intersect the plane of the polygon
			tOut = tOut / dist;
			_ASSERTE (tOut >= dgFloat32 (0.0f));
			_ASSERTE (tOut <= dgFloat32 (1.0f));
			return tOut;
		}
	}
	return dgFloat32 (1.2f);
*/
#else
	return dgFloat32 (0.0f);
#endif
}


dgFloat32 FastRayTest::PolygonIntersect (const dgVector& normal, const dgFloat32* const polygon, dgInt32 strideInBytes, const dgInt32* const indexArray, dgInt32 indexCount) const
{
	_ASSERTE (m_p0.m_w == m_p1.m_w);

	dgFloat32 dist = normal % m_diff;
	if (dist < m_dirError) {

		dgInt32 stride = dgInt32 (strideInBytes / sizeof (dgFloat32));

		dgVector v0 (&polygon[indexArray[indexCount - 1] * stride]);
		dgVector p0v0 (v0 - m_p0);
		dgFloat32 tOut = normal % p0v0;
		// this only work for convex polygons and for single side faces 
		// walk the polygon around the edges and calculate the volume 
		if ((tOut < dgFloat32 (0.0f)) && (tOut > dist)) {
			for (dgInt32 i = 0; i < indexCount; i ++) {
				dgInt32 i2 = indexArray[i] * stride;
				dgVector v1 (&polygon[i2]);
				dgVector p0v1 (v1 - m_p0);
				// calculate the volume formed by the line and the edge of the polygon
				dgFloat32 alpha = (m_diff * p0v1) % p0v0;
				// if a least one volume is negative it mean the line cross the polygon outside this edge and do not hit the face
				if (alpha < DG_RAY_TOL_ERROR) {
					return 1.2f;
				}
				p0v0 = p0v1;
			}

			//the line is to the left of all the polygon edges, 
			//then the intersection is the point we the line intersect the plane of the polygon
			tOut = tOut / dist;
			_ASSERTE (tOut >= dgFloat32 (0.0f));
			_ASSERTE (tOut <= dgFloat32 (1.0f));
			return tOut;
		}
	}
	return dgFloat32 (1.2f);
}




bool dgApi dgRayBoxClip (dgVector& p0, dgVector& p1, const dgVector& boxP0, const dgVector& boxP1) 
{	
	for (int i = 0; i < 3; i ++) {
		dgFloat32 tmp0;
		dgFloat32 tmp1;

		tmp0 = boxP1[i] - p0[i];
		if (tmp0 > dgFloat32 (0.0f)) {
			tmp1 = boxP1[i] - p1[i];
			if (tmp1 < dgFloat32 (0.0f)) {
				p1 = p0 + (p1 - p0).Scale (tmp0 / (p1[i] - p0[i])); 
				p1[i] = boxP1[i];
			}
		} else {
			tmp1 = boxP1[i] - p1[i];
			if (tmp1 > dgFloat32 (0.0f)) {
				p0 += (p1 - p0).Scale (tmp0 / (p1[i] - p0[i])); 
				p0[i] = boxP1[i];
			} else {
				return false;
			}
		}

		tmp0 = boxP0[i] - p0[i];
		if (tmp0 < dgFloat32 (0.0f)) {
			tmp1 = boxP0[i] - p1[i];
			if (tmp1 > dgFloat32 (0.0f)) {
				p1 = p0 + (p1 - p0).Scale (tmp0 / (p1[i] - p0[i])); 
				p1[i] = boxP0[i];
			}
		} else {
			tmp1 = boxP0[i] - p1[i];
			if (tmp1 < dgFloat32 (0.0f)) {
				p0 += (p1 - p0).Scale (tmp0 / (p1[i] - p0[i])); 
				p0[i] = boxP0[i];
			} else {
				return false;
			}
		}
	}
	return true;
}


dgVector dgApi dgPointToRayDistance (const dgVector& point, const dgVector& ray_p0, const dgVector& ray_p1)
{
	dgFloat32 t;
	dgVector dp (ray_p1 - ray_p0);
	t = ClampValue (((point - ray_p0) % dp) / (dp % dp), dgFloat32(dgFloat32 (0.0f)), dgFloat32(dgFloat32 (1.0f)));
	return ray_p0 + dp.Scale (t);
}

void dgApi dgRayToRayDistance (
	const dgVector& ray_p0, 
	const dgVector& ray_p1,
	const dgVector& ray_q0, 
	const dgVector& ray_q1,
	dgVector& pOut, 
	dgVector& qOut)
{
	dgFloat32    sN;
	dgFloat32    tN;

	dgVector u (ray_p1 - ray_p0);
	dgVector v (ray_q1 - ray_q0);
	dgVector w (ray_p0 - ray_q0);

	dgFloat32 a = u % u;        // always >= 0
	dgFloat32 b = u % v;
	dgFloat32 c = v % v;        // always >= 0
	dgFloat32 d = u % w;
	dgFloat32 e = v % w;
	dgFloat32 D = a*c - b*b;   // always >= 0
	dgFloat32 sD = D;			// sc = sN / sD, default sD = D >= 0
	dgFloat32 tD = D;			// tc = tN / tD, default tD = D >= 0

	// compute the line parameters of the two closest points
	if (D < dgFloat32 (1.0e-8f)) { // the lines are almost parallel
		sN = dgFloat32 (0.0f);        // force using point P0 on segment S1
		sD = dgFloat32 (1.0f);        // to prevent possible division by 0.0 later
		tN = e;
		tD = c;
	} else {                // get the closest points on the infinite lines
		sN = (b*e - c*d);
		tN = (a*e - b*d);
		if (sN < dgFloat32 (0.0f)) {       // sc < 0 => the s=0 edge is visible
			sN = dgFloat32 (0.0f);
			tN = e;
			tD = c;
		}
		else if (sN > sD) {  // sc > 1 => the s=1 edge is visible
			sN = sD;
			tN = e + b;
			tD = c;
		}
	}


	if (tN < dgFloat32 (0.0f)) {           // tc < 0 => the t=0 edge is visible
		tN = dgFloat32 (0.0f);
		// recompute sc for this edge
		if (-d < dgFloat32 (0.0f))
			sN = dgFloat32 (0.0f);
		else if (-d > a)
			sN = sD;
		else {
			sN = -d;
			sD = a;
		}
	}
	else if (tN > tD) {      // tc > 1 => the t=1 edge is visible
		tN = tD;
		// recompute sc for this edge
		if ((-d + b) < dgFloat32 (0.0f))
			sN = dgFloat32 (0.0f);
		else if ((-d + b) > a)
			sN = sD;
		else {
			sN = (-d + b);
			sD = a;
		}
	}

	// finally do the division to get sc and tc
	dgFloat32 sc = (dgAbsf(sN) < dgFloat32(1.0e-8f) ? dgFloat32 (0.0f) : sN / sD);
	dgFloat32 tc = (dgAbsf(tN) < dgFloat32(1.0e-8f) ? dgFloat32 (0.0f) : tN / tD);

	pOut = ray_p0 + u.Scale (sc);
	qOut = ray_q0 + v.Scale (tc);
}




dgVector dgPointToTriangleDistance (const dgVector& point, const dgVector& p0, const dgVector& p1, const dgVector& p2)
{
	//	const dgVector p (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));
	const dgVector p10 (p1 - p0);
	const dgVector p20 (p2 - p0);
	const dgVector p_p0 (point - p0);

	dgFloat32 alpha1 = p10 % p_p0;
	dgFloat32 alpha2 = p20 % p_p0;
	if ((alpha1 <= dgFloat32 (0.0f)) && (alpha2 <= dgFloat32 (0.0f))) {
		return p0;
	}

	dgVector p_p1 (point - p1);
	dgFloat32 alpha3 = p10 % p_p1;
	dgFloat32 alpha4 = p20 % p_p1;
	if ((alpha3 >= dgFloat32 (0.0f)) && (alpha4 <= alpha3)) {
		return p1;
	}

	dgFloat32 vc = alpha1 * alpha4 - alpha3 * alpha2;
	if ((vc <= dgFloat32 (0.0f)) && (alpha1 >= dgFloat32 (0.0f)) && (alpha3 <= dgFloat32 (0.0f))) {
		dgFloat32 t = alpha1 / (alpha1 - alpha3);
		_ASSERTE (t >= dgFloat32 (0.0f));
		_ASSERTE (t <= dgFloat32 (1.0f));
		return p0 + p10.Scale (t);
	}


	dgVector p_p2 (point - p2);
	dgFloat32 alpha5 = p10 % p_p2;
	dgFloat32 alpha6 = p20 % p_p2;
	if ((alpha6 >= dgFloat32 (0.0f)) && (alpha5 <= alpha6)) {
		return p2;
	}


	dgFloat32 vb = alpha5 * alpha2 - alpha1 * alpha6;
	if ((vb <= dgFloat32 (0.0f)) && (alpha2 >= dgFloat32 (0.0f)) && (alpha6 <= dgFloat32 (0.0f))) {
		dgFloat32 t = alpha2 / (alpha2 - alpha6);
		_ASSERTE (t >= dgFloat32 (0.0f));
		_ASSERTE (t <= dgFloat32 (1.0f));
		return p0 + p20.Scale (t);
	}


	dgFloat32 va = alpha3 * alpha6 - alpha5 * alpha4;
	if ((va <= dgFloat32 (0.0f)) && ((alpha4 - alpha3) >= dgFloat32 (0.0f)) && ((alpha5 - alpha6) >= dgFloat32 (0.0f))) {
		dgFloat32 t = (alpha4 - alpha3) / ((alpha4 - alpha3) + (alpha5 - alpha6));
		_ASSERTE (t >= dgFloat32 (0.0f));
		_ASSERTE (t <= dgFloat32 (1.0f));
		return p1 + (p2 - p1).Scale (t);
	}

	dgFloat32 den = float(dgFloat32 (1.0f)) / (va + vb + vc);
	dgFloat32 t = vb * den;
	dgFloat32 s = vc * den;
	_ASSERTE (t >= dgFloat32 (0.0f));
	_ASSERTE (s >= dgFloat32 (0.0f));
	_ASSERTE (t <= dgFloat32 (1.0f));
	_ASSERTE (s <= dgFloat32 (1.0f));
	return p0 + p10.Scale (t) + p20.Scale (s);
}

dgBigVector dgPointToTriangleDistance (const dgBigVector& point, const dgBigVector& p0, const dgBigVector& p1, const dgBigVector& p2)
{
	//	const dgBigVector p (dgFloat64 (0.0f), dgFloat64 (0.0f), dgFloat64 (0.0f));
	const dgBigVector p10 (p1 - p0);
	const dgBigVector p20 (p2 - p0);
	const dgBigVector p_p0 (point - p0);

	dgFloat64 alpha1 = p10 % p_p0;
	dgFloat64 alpha2 = p20 % p_p0;
	if ((alpha1 <= dgFloat64 (0.0f)) && (alpha2 <= dgFloat64 (0.0f))) {
		return p0;
	}

	dgBigVector p_p1 (point - p1);
	dgFloat64 alpha3 = p10 % p_p1;
	dgFloat64 alpha4 = p20 % p_p1;
	if ((alpha3 >= dgFloat64 (0.0f)) && (alpha4 <= alpha3)) {
		return p1;
	}

	dgFloat64 vc = alpha1 * alpha4 - alpha3 * alpha2;
	if ((vc <= dgFloat64 (0.0f)) && (alpha1 >= dgFloat64 (0.0f)) && (alpha3 <= dgFloat64 (0.0f))) {
		dgFloat64 t = alpha1 / (alpha1 - alpha3);
		_ASSERTE (t >= dgFloat64 (0.0f));
		_ASSERTE (t <= dgFloat64 (1.0f));
		return p0 + p10.Scale (t);
	}


	dgBigVector p_p2 (point - p2);
	dgFloat64 alpha5 = p10 % p_p2;
	dgFloat64 alpha6 = p20 % p_p2;
	if ((alpha6 >= dgFloat64 (0.0f)) && (alpha5 <= alpha6)) {
		return p2;
	}


	dgFloat64 vb = alpha5 * alpha2 - alpha1 * alpha6;
	if ((vb <= dgFloat64 (0.0f)) && (alpha2 >= dgFloat64 (0.0f)) && (alpha6 <= dgFloat64 (0.0f))) {
		dgFloat64 t = alpha2 / (alpha2 - alpha6);
		_ASSERTE (t >= dgFloat64 (0.0f));
		_ASSERTE (t <= dgFloat64 (1.0f));
		return p0 + p20.Scale (t);
	}


	dgFloat64 va = alpha3 * alpha6 - alpha5 * alpha4;
	if ((va <= dgFloat64 (0.0f)) && ((alpha4 - alpha3) >= dgFloat64 (0.0f)) && ((alpha5 - alpha6) >= dgFloat64 (0.0f))) {
		dgFloat64 t = (alpha4 - alpha3) / ((alpha4 - alpha3) + (alpha5 - alpha6));
		_ASSERTE (t >= dgFloat64 (0.0f));
		_ASSERTE (t <= dgFloat64 (1.0f));
		return p1 + (p2 - p1).Scale (t);
	}

	dgFloat64 den = float(dgFloat64 (1.0f)) / (va + vb + vc);
	dgFloat64 t = vb * den;
	dgFloat64 s = vc * den;
	_ASSERTE (t >= dgFloat64 (0.0f));
	_ASSERTE (s >= dgFloat64 (0.0f));
	_ASSERTE (t <= dgFloat64 (1.0f));
	_ASSERTE (s <= dgFloat64 (1.0f));
	return p0 + p10.Scale (t) + p20.Scale (s);
}


bool dgApi dgPointToPolygonDistance (const dgVector& p, const dgFloat32* const polygon, dgInt32 strideInBytes,
									 const dgInt32* const indexArray, dgInt32 indexCount, dgFloat32 bailDistance, dgVector& out)
{
//	dgInt32 i;
//	dgInt32 i0;
//	dgInt32 i1;
//	dgInt32 i2;
//	dgInt32 stride;
//	dgFloat32 dist;
//	dgFloat32 minDist;

	_ASSERTE (0);
	dgInt32 stride = dgInt32 (strideInBytes / sizeof (dgFloat32));

	dgInt32 i0 = indexArray[0] * stride;
	dgInt32 i1 = indexArray[1] * stride;

	const dgVector v0 (&polygon[i0]);
	dgVector v1 (&polygon[i1]);
	dgVector closestPoint (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));
	dgFloat32 minDist = dgFloat32 (1.0e20f);
	for (dgInt32 i = 2; i < indexCount; i ++) {
		dgInt32 i2 = indexArray[i] * stride;
		const dgVector v2 (&polygon[i2]);
		const dgVector q (dgPointToTriangleDistance (p, v0, v1, v2));
		const dgVector error (q - p);
		dgFloat32 dist = error % error;
		if (dist < minDist) {
			minDist = dist;
			closestPoint = q;
		}
		v1 = v2;
	}

	if (minDist > (bailDistance * bailDistance)) {
		return false;
	}

	out = closestPoint;
	return true;
}



dgBigVector LineTriangleIntersection (const dgBigVector& p0, const dgBigVector& p1, const dgBigVector& A, const dgBigVector& B, const dgBigVector& C)
{
	dgHugeVector ph0 (p0);
	dgHugeVector ph1 (p1);
	dgHugeVector Ah (A);
	dgHugeVector Bh (B);
	dgHugeVector Ch (C);

	dgHugeVector p1p0 (ph1 - ph0);
	dgHugeVector Ap0 (Ah - ph0);
	dgHugeVector Bp0 (Bh - ph0);
	dgHugeVector Cp0 (Ch - ph0);

	dgGoogol t0 ((Bp0 * Cp0) % p1p0);
	dgFloat64 val0 = t0.GetAproximateValue();	
	if (val0 < dgFloat64 (0.0f)) {
		return dgBigVector (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (-1.0f));
	}

	dgGoogol t1 ((Cp0 * Ap0) % p1p0);
	dgFloat64 val1 = t1.GetAproximateValue();	
	if (val1 < dgFloat64 (0.0f)) {
		return dgBigVector (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (-1.0f));
	}

	dgGoogol t2 ((Ap0 * Bp0) % p1p0);
	dgFloat64 val2 = t2.GetAproximateValue();	
	if (val2 < dgFloat64 (0.0f)) {
		return dgBigVector (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (-1.0f));
	}

	dgGoogol sum = t0 + t1 + t2;
	dgFloat64 den = sum.GetAproximateValue();

#ifdef _DEBUG
	dgBigVector testpoint (A.Scale (val0 / den) + B.Scale (val1 / den) + C.Scale(val2 / den));
	dgFloat64 volume = ((B - A) * (C - A)) % (testpoint - A);
	_ASSERTE (fabs (volume) < dgFloat64 (1.0e-12f));
#endif


	return dgBigVector (val0 / den, val1 / den, val2 / den, dgFloat32 (0.0f));
}








