// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include 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