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- // 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
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