Backlog/lib/zphysics/libs/Jolt/Geometry/RayTriangle8.h

92 lines
2.7 KiB
C

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Math/Vec8.h>
JPH_NAMESPACE_BEGIN
/// Intersect ray with 8 triangles in SOA format, returns 8 vector of closest points or FLT_MAX if no hit
JPH_INLINE Vec8 RayTriangle8(Vec3Arg inOrigin, Vec3Arg inDirection, Vec8Arg inV0X, Vec8Arg inV0Y, Vec8Arg inV0Z, Vec8Arg inV1X, Vec8Arg inV1Y, Vec8Arg inV1Z, Vec8Arg inV2X, Vec8Arg inV2Y, Vec8Arg inV2Z)
{
// Epsilon
Vec8 epsilon = Vec8::sReplicate(1.0e-12f);
// Zero & one
Vec8 zero = Vec8::sZero();
Vec8 one = Vec8::sReplicate(1.0f);
// Find vectors for two edges sharing inV0
Vec8 e1x = inV1X - inV0X;
Vec8 e1y = inV1Y - inV0Y;
Vec8 e1z = inV1Z - inV0Z;
Vec8 e2x = inV2X - inV0X;
Vec8 e2y = inV2Y - inV0Y;
Vec8 e2z = inV2Z - inV0Z;
// Get direction vector components
Vec8 dx = Vec8::sSplatX(Vec4(inDirection));
Vec8 dy = Vec8::sSplatY(Vec4(inDirection));
Vec8 dz = Vec8::sSplatZ(Vec4(inDirection));
// Begin calculating determinant - also used to calculate u parameter
Vec8 px = dy * e2z - dz * e2y;
Vec8 py = dz * e2x - dx * e2z;
Vec8 pz = dx * e2y - dy * e2x;
// if determinant is near zero, ray lies in plane of triangle
Vec8 det = e1x * px + e1y * py + e1z * pz;
// Check which determinants are near zero
UVec8 det_near_zero = Vec8::sLess(det.Abs(), epsilon);
// Set components of the determinant to 1 that are near zero to avoid dividing by zero
det = Vec8::sSelect(det, Vec8::sReplicate(1.0f), det_near_zero);
// Calculate distance from inV0 to ray origin
Vec8 sx = Vec8::sSplatX(Vec4(inOrigin)) - inV0X;
Vec8 sy = Vec8::sSplatY(Vec4(inOrigin)) - inV0Y;
Vec8 sz = Vec8::sSplatZ(Vec4(inOrigin)) - inV0Z;
// Calculate u parameter and flip sign if determinant was negative
Vec8 u = (sx * px + sy * py + sz * pz) / det;
// Prepare to test v parameter
Vec8 qx = sy * e1z - sz * e1y;
Vec8 qy = sz * e1x - sx * e1z;
Vec8 qz = sx * e1y - sy * e1x;
// Calculate v parameter and flip sign if determinant was negative
Vec8 v = (dx * qx + dy * qy + dz * qz) / det;
// Get intersection point and flip sign if determinant was negative
Vec8 t = (e2x * qx + e2y * qy + e2z * qz) / det;
// Check if there is an intersection
UVec8 no_intersection =
UVec8::sOr
(
UVec8::sOr
(
UVec8::sOr
(
det_near_zero,
Vec8::sLess(u, zero)
),
UVec8::sOr
(
Vec8::sLess(v, zero),
Vec8::sGreater(u + v, one)
)
),
Vec8::sLess(t, zero)
);
// Select intersection point or FLT_MAX based on if there is an intersection or not
return Vec8::sSelect(t, Vec8::sReplicate(FLT_MAX), no_intersection);
}
JPH_NAMESPACE_END