triangle_triangle_intersector.h 5.4 KB

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  1. // Copyright 2009-2021 Intel Corporation
  2. // SPDX-License-Identifier: Apache-2.0
  3. #include "primitive.h"
  4. namespace embree
  5. {
  6. namespace isa
  7. {
  8. struct TriangleTriangleIntersector
  9. {
  10. __forceinline static float T(float pa0, float pa1, float da0, float da1) {
  11. return pa0 + (pa1-pa0)*da0/(da0-da1);
  12. }
  13. __forceinline static bool point_line_side(const Vec2f& p, const Vec2f& a0, const Vec2f& a1) {
  14. return det(p-a0,a0-a1) >= 0.0f;
  15. }
  16. __forceinline static bool point_inside_triangle(const Vec2f& p, const Vec2f& a, const Vec2f& b, const Vec2f& c)
  17. {
  18. const bool pab = point_line_side(p,a,b);
  19. const bool pbc = point_line_side(p,b,c);
  20. const bool pca = point_line_side(p,c,a);
  21. return pab == pbc && pab == pca;
  22. }
  23. __forceinline static bool intersect_line_line(const Vec2f& a0, const Vec2f& a1, const Vec2f& b0, const Vec2f& b1)
  24. {
  25. const bool different_sides0 = point_line_side(b0,a0,a1) != point_line_side(b1,a0,a1);
  26. const bool different_sides1 = point_line_side(a0,b0,b1) != point_line_side(a1,b0,b1);
  27. return different_sides0 && different_sides1;
  28. }
  29. __forceinline static bool intersect_triangle_triangle (const Vec2f& a0, const Vec2f& a1, const Vec2f& a2,
  30. const Vec2f& b0, const Vec2f& b1, const Vec2f& b2)
  31. {
  32. const bool a01_b01 = intersect_line_line(a0,a1,b0,b1);
  33. if (a01_b01) return true;
  34. const bool a01_b12 = intersect_line_line(a0,a1,b1,b2);
  35. if (a01_b12) return true;
  36. const bool a01_b20 = intersect_line_line(a0,a1,b2,b0);
  37. if (a01_b20) return true;
  38. const bool a12_b01 = intersect_line_line(a1,a2,b0,b1);
  39. if (a12_b01) return true;
  40. const bool a12_b12 = intersect_line_line(a1,a2,b1,b2);
  41. if (a12_b12) return true;
  42. const bool a12_b20 = intersect_line_line(a1,a2,b2,b0);
  43. if (a12_b20) return true;
  44. const bool a20_b01 = intersect_line_line(a2,a0,b0,b1);
  45. if (a20_b01) return true;
  46. const bool a20_b12 = intersect_line_line(a2,a0,b1,b2);
  47. if (a20_b12) return true;
  48. const bool a20_b20 = intersect_line_line(a2,a0,b2,b0);
  49. if (a20_b20) return true;
  50. bool a_in_b = point_inside_triangle(a0,b0,b1,b2) && point_inside_triangle(a1,b0,b1,b2) && point_inside_triangle(a2,b0,b1,b2);
  51. if (a_in_b) return true;
  52. bool b_in_a = point_inside_triangle(b0,a0,a1,a2) && point_inside_triangle(b1,a0,a1,a2) && point_inside_triangle(b2,a0,a1,a2);
  53. if (b_in_a) return true;
  54. return false;
  55. }
  56. static bool intersect_triangle_triangle (const Vec3fa& a0, const Vec3fa& a1, const Vec3fa& a2,
  57. const Vec3fa& b0, const Vec3fa& b1, const Vec3fa& b2)
  58. {
  59. const float eps = 1E-5f;
  60. /* calculate triangle planes */
  61. const Vec3fa Na = cross(a1-a0,a2-a0);
  62. const float Ca = dot(Na,a0);
  63. const Vec3fa Nb = cross(b1-b0,b2-b0);
  64. const float Cb = dot(Nb,b0);
  65. /* project triangle A onto plane B */
  66. const float da0 = dot(Nb,a0)-Cb;
  67. const float da1 = dot(Nb,a1)-Cb;
  68. const float da2 = dot(Nb,a2)-Cb;
  69. if (max(da0,da1,da2) < -eps) return false;
  70. if (min(da0,da1,da2) > +eps) return false;
  71. //CSTAT(bvh_collide_prim_intersections4++);
  72. /* project triangle B onto plane A */
  73. const float db0 = dot(Na,b0)-Ca;
  74. const float db1 = dot(Na,b1)-Ca;
  75. const float db2 = dot(Na,b2)-Ca;
  76. if (max(db0,db1,db2) < -eps) return false;
  77. if (min(db0,db1,db2) > +eps) return false;
  78. //CSTAT(bvh_collide_prim_intersections5++);
  79. if (unlikely((std::fabs(da0) < eps && std::fabs(da1) < eps && std::fabs(da2) < eps) ||
  80. (std::fabs(db0) < eps && std::fabs(db1) < eps && std::fabs(db2) < eps)))
  81. {
  82. const size_t dz = maxDim(Na);
  83. const size_t dx = (dz+1)%3;
  84. const size_t dy = (dx+1)%3;
  85. const Vec2f A0(a0[dx],a0[dy]);
  86. const Vec2f A1(a1[dx],a1[dy]);
  87. const Vec2f A2(a2[dx],a2[dy]);
  88. const Vec2f B0(b0[dx],b0[dy]);
  89. const Vec2f B1(b1[dx],b1[dy]);
  90. const Vec2f B2(b2[dx],b2[dy]);
  91. return intersect_triangle_triangle(A0,A1,A2,B0,B1,B2);
  92. }
  93. const Vec3fa D = cross(Na,Nb);
  94. const float pa0 = dot(D,a0);
  95. const float pa1 = dot(D,a1);
  96. const float pa2 = dot(D,a2);
  97. const float pb0 = dot(D,b0);
  98. const float pb1 = dot(D,b1);
  99. const float pb2 = dot(D,b2);
  100. BBox1f ba = empty;
  101. if (min(da0,da1) <= 0.0f && max(da0,da1) >= 0.0f && abs(da0-da1) > 0.0f) ba.extend(T(pa0,pa1,da0,da1));
  102. if (min(da1,da2) <= 0.0f && max(da1,da2) >= 0.0f && abs(da1-da2) > 0.0f) ba.extend(T(pa1,pa2,da1,da2));
  103. if (min(da2,da0) <= 0.0f && max(da2,da0) >= 0.0f && abs(da2-da0) > 0.0f) ba.extend(T(pa2,pa0,da2,da0));
  104. BBox1f bb = empty;
  105. if (min(db0,db1) <= 0.0f && max(db0,db1) >= 0.0f && abs(db0-db1) > 0.0f) bb.extend(T(pb0,pb1,db0,db1));
  106. if (min(db1,db2) <= 0.0f && max(db1,db2) >= 0.0f && abs(db1-db2) > 0.0f) bb.extend(T(pb1,pb2,db1,db2));
  107. if (min(db2,db0) <= 0.0f && max(db2,db0) >= 0.0f && abs(db2-db0) > 0.0f) bb.extend(T(pb2,pb0,db2,db0));
  108. return conjoint(ba,bb);
  109. }
  110. };
  111. }
  112. }