// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once JPH_NAMESPACE_BEGIN /// Helper structure holding the reciprocal of a ray for Ray vs AABox testing class RayInvDirection { public: /// Constructors inline RayInvDirection() = default; inline explicit RayInvDirection(Vec3Arg inDirection) { Set(inDirection); } /// Set reciprocal from ray direction inline void Set(Vec3Arg inDirection) { // if (abs(inDirection) <= Epsilon) the ray is nearly parallel to the slab. mIsParallel = Vec3::sLessOrEqual(inDirection.Abs(), Vec3::sReplicate(1.0e-20f)); // Calculate 1 / direction while avoiding division by zero mInvDirection = Vec3::sSelect(inDirection, Vec3::sOne(), mIsParallel).Reciprocal(); } Vec3 mInvDirection; ///< 1 / ray direction UVec4 mIsParallel; ///< for each component if it is parallel to the coordinate axis }; /// Intersect AABB with ray, returns minimal distance along ray or FLT_MAX if no hit /// Note: Can return negative value if ray starts in box JPH_INLINE float RayAABox(Vec3Arg inOrigin, const RayInvDirection &inInvDirection, Vec3Arg inBoundsMin, Vec3Arg inBoundsMax) { // Constants Vec3 flt_min = Vec3::sReplicate(-FLT_MAX); Vec3 flt_max = Vec3::sReplicate(FLT_MAX); // Test against all three axes simultaneously. Vec3 t1 = (inBoundsMin - inOrigin) * inInvDirection.mInvDirection; Vec3 t2 = (inBoundsMax - inOrigin) * inInvDirection.mInvDirection; // Compute the max of min(t1,t2) and the min of max(t1,t2) ensuring we don't // use the results from any directions parallel to the slab. Vec3 t_min = Vec3::sSelect(Vec3::sMin(t1, t2), flt_min, inInvDirection.mIsParallel); Vec3 t_max = Vec3::sSelect(Vec3::sMax(t1, t2), flt_max, inInvDirection.mIsParallel); // t_min.xyz = maximum(t_min.x, t_min.y, t_min.z); t_min = Vec3::sMax(t_min, t_min.Swizzle()); t_min = Vec3::sMax(t_min, t_min.Swizzle()); // t_max.xyz = minimum(t_max.x, t_max.y, t_max.z); t_max = Vec3::sMin(t_max, t_max.Swizzle()); t_max = Vec3::sMin(t_max, t_max.Swizzle()); // if (t_min > t_max) return FLT_MAX; UVec4 no_intersection = Vec3::sGreater(t_min, t_max); // if (t_max < 0.0f) return FLT_MAX; no_intersection = UVec4::sOr(no_intersection, Vec3::sLess(t_max, Vec3::sZero())); // if (inInvDirection.mIsParallel && !(Min <= inOrigin && inOrigin <= Max)) return FLT_MAX; else return t_min; UVec4 no_parallel_overlap = UVec4::sOr(Vec3::sLess(inOrigin, inBoundsMin), Vec3::sGreater(inOrigin, inBoundsMax)); no_intersection = UVec4::sOr(no_intersection, UVec4::sAnd(inInvDirection.mIsParallel, no_parallel_overlap)); no_intersection = UVec4::sOr(no_intersection, no_intersection.SplatY()); no_intersection = UVec4::sOr(no_intersection, no_intersection.SplatZ()); return Vec3::sSelect(t_min, flt_max, no_intersection).GetX(); } /// Intersect 4 AABBs with ray, returns minimal distance along ray or FLT_MAX if no hit /// Note: Can return negative value if ray starts in box JPH_INLINE Vec4 RayAABox4(Vec3Arg inOrigin, const RayInvDirection &inInvDirection, Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ) { // Constants Vec4 flt_min = Vec4::sReplicate(-FLT_MAX); Vec4 flt_max = Vec4::sReplicate(FLT_MAX); // Origin Vec4 originx = inOrigin.SplatX(); Vec4 originy = inOrigin.SplatY(); Vec4 originz = inOrigin.SplatZ(); // Parallel UVec4 parallelx = inInvDirection.mIsParallel.SplatX(); UVec4 parallely = inInvDirection.mIsParallel.SplatY(); UVec4 parallelz = inInvDirection.mIsParallel.SplatZ(); // Inverse direction Vec4 invdirx = inInvDirection.mInvDirection.SplatX(); Vec4 invdiry = inInvDirection.mInvDirection.SplatY(); Vec4 invdirz = inInvDirection.mInvDirection.SplatZ(); // Test against all three axes simultaneously. Vec4 t1x = (inBoundsMinX - originx) * invdirx; Vec4 t1y = (inBoundsMinY - originy) * invdiry; Vec4 t1z = (inBoundsMinZ - originz) * invdirz; Vec4 t2x = (inBoundsMaxX - originx) * invdirx; Vec4 t2y = (inBoundsMaxY - originy) * invdiry; Vec4 t2z = (inBoundsMaxZ - originz) * invdirz; // Compute the max of min(t1,t2) and the min of max(t1,t2) ensuring we don't // use the results from any directions parallel to the slab. Vec4 t_minx = Vec4::sSelect(Vec4::sMin(t1x, t2x), flt_min, parallelx); Vec4 t_miny = Vec4::sSelect(Vec4::sMin(t1y, t2y), flt_min, parallely); Vec4 t_minz = Vec4::sSelect(Vec4::sMin(t1z, t2z), flt_min, parallelz); Vec4 t_maxx = Vec4::sSelect(Vec4::sMax(t1x, t2x), flt_max, parallelx); Vec4 t_maxy = Vec4::sSelect(Vec4::sMax(t1y, t2y), flt_max, parallely); Vec4 t_maxz = Vec4::sSelect(Vec4::sMax(t1z, t2z), flt_max, parallelz); // t_min.xyz = maximum(t_min.x, t_min.y, t_min.z); Vec4 t_min = Vec4::sMax(Vec4::sMax(t_minx, t_miny), t_minz); // t_max.xyz = minimum(t_max.x, t_max.y, t_max.z); Vec4 t_max = Vec4::sMin(Vec4::sMin(t_maxx, t_maxy), t_maxz); // if (t_min > t_max) return FLT_MAX; UVec4 no_intersection = Vec4::sGreater(t_min, t_max); // if (t_max < 0.0f) return FLT_MAX; no_intersection = UVec4::sOr(no_intersection, Vec4::sLess(t_max, Vec4::sZero())); // if bounds are invalid return FLOAT_MAX; UVec4 bounds_invalid = UVec4::sOr(UVec4::sOr(Vec4::sGreater(inBoundsMinX, inBoundsMaxX), Vec4::sGreater(inBoundsMinY, inBoundsMaxY)), Vec4::sGreater(inBoundsMinZ, inBoundsMaxZ)); no_intersection = UVec4::sOr(no_intersection, bounds_invalid); // if (inInvDirection.mIsParallel && !(Min <= inOrigin && inOrigin <= Max)) return FLT_MAX; else return t_min; UVec4 no_parallel_overlapx = UVec4::sAnd(parallelx, UVec4::sOr(Vec4::sLess(originx, inBoundsMinX), Vec4::sGreater(originx, inBoundsMaxX))); UVec4 no_parallel_overlapy = UVec4::sAnd(parallely, UVec4::sOr(Vec4::sLess(originy, inBoundsMinY), Vec4::sGreater(originy, inBoundsMaxY))); UVec4 no_parallel_overlapz = UVec4::sAnd(parallelz, UVec4::sOr(Vec4::sLess(originz, inBoundsMinZ), Vec4::sGreater(originz, inBoundsMaxZ))); no_intersection = UVec4::sOr(no_intersection, UVec4::sOr(UVec4::sOr(no_parallel_overlapx, no_parallel_overlapy), no_parallel_overlapz)); return Vec4::sSelect(t_min, flt_max, no_intersection); } /// Intersect AABB with ray, returns minimal and maximal distance along ray or FLT_MAX, -FLT_MAX if no hit /// Note: Can return negative value for outMin if ray starts in box JPH_INLINE void RayAABox(Vec3Arg inOrigin, const RayInvDirection &inInvDirection, Vec3Arg inBoundsMin, Vec3Arg inBoundsMax, float &outMin, float &outMax) { // Constants Vec3 flt_min = Vec3::sReplicate(-FLT_MAX); Vec3 flt_max = Vec3::sReplicate(FLT_MAX); // Test against all three axes simultaneously. Vec3 t1 = (inBoundsMin - inOrigin) * inInvDirection.mInvDirection; Vec3 t2 = (inBoundsMax - inOrigin) * inInvDirection.mInvDirection; // Compute the max of min(t1,t2) and the min of max(t1,t2) ensuring we don't // use the results from any directions parallel to the slab. Vec3 t_min = Vec3::sSelect(Vec3::sMin(t1, t2), flt_min, inInvDirection.mIsParallel); Vec3 t_max = Vec3::sSelect(Vec3::sMax(t1, t2), flt_max, inInvDirection.mIsParallel); // t_min.xyz = maximum(t_min.x, t_min.y, t_min.z); t_min = Vec3::sMax(t_min, t_min.Swizzle()); t_min = Vec3::sMax(t_min, t_min.Swizzle()); // t_max.xyz = minimum(t_max.x, t_max.y, t_max.z); t_max = Vec3::sMin(t_max, t_max.Swizzle()); t_max = Vec3::sMin(t_max, t_max.Swizzle()); // if (t_min > t_max) return FLT_MAX; UVec4 no_intersection = Vec3::sGreater(t_min, t_max); // if (t_max < 0.0f) return FLT_MAX; no_intersection = UVec4::sOr(no_intersection, Vec3::sLess(t_max, Vec3::sZero())); // if (inInvDirection.mIsParallel && !(Min <= inOrigin && inOrigin <= Max)) return FLT_MAX; else return t_min; UVec4 no_parallel_overlap = UVec4::sOr(Vec3::sLess(inOrigin, inBoundsMin), Vec3::sGreater(inOrigin, inBoundsMax)); no_intersection = UVec4::sOr(no_intersection, UVec4::sAnd(inInvDirection.mIsParallel, no_parallel_overlap)); no_intersection = UVec4::sOr(no_intersection, no_intersection.SplatY()); no_intersection = UVec4::sOr(no_intersection, no_intersection.SplatZ()); outMin = Vec3::sSelect(t_min, flt_max, no_intersection).GetX(); outMax = Vec3::sSelect(t_max, flt_min, no_intersection).GetX(); } /// Intersect AABB with ray, returns true if there is a hit closer than inClosest JPH_INLINE bool RayAABoxHits(Vec3Arg inOrigin, const RayInvDirection &inInvDirection, Vec3Arg inBoundsMin, Vec3Arg inBoundsMax, float inClosest) { // Constants Vec3 flt_min = Vec3::sReplicate(-FLT_MAX); Vec3 flt_max = Vec3::sReplicate(FLT_MAX); // Test against all three axes simultaneously. Vec3 t1 = (inBoundsMin - inOrigin) * inInvDirection.mInvDirection; Vec3 t2 = (inBoundsMax - inOrigin) * inInvDirection.mInvDirection; // Compute the max of min(t1,t2) and the min of max(t1,t2) ensuring we don't // use the results from any directions parallel to the slab. Vec3 t_min = Vec3::sSelect(Vec3::sMin(t1, t2), flt_min, inInvDirection.mIsParallel); Vec3 t_max = Vec3::sSelect(Vec3::sMax(t1, t2), flt_max, inInvDirection.mIsParallel); // t_min.xyz = maximum(t_min.x, t_min.y, t_min.z); t_min = Vec3::sMax(t_min, t_min.Swizzle()); t_min = Vec3::sMax(t_min, t_min.Swizzle()); // t_max.xyz = minimum(t_max.x, t_max.y, t_max.z); t_max = Vec3::sMin(t_max, t_max.Swizzle()); t_max = Vec3::sMin(t_max, t_max.Swizzle()); // if (t_min > t_max) return false; UVec4 no_intersection = Vec3::sGreater(t_min, t_max); // if (t_max < 0.0f) return false; no_intersection = UVec4::sOr(no_intersection, Vec3::sLess(t_max, Vec3::sZero())); // if (t_min > inClosest) return false; no_intersection = UVec4::sOr(no_intersection, Vec3::sGreater(t_min, Vec3::sReplicate(inClosest))); // if (inInvDirection.mIsParallel && !(Min <= inOrigin && inOrigin <= Max)) return false; else return true; UVec4 no_parallel_overlap = UVec4::sOr(Vec3::sLess(inOrigin, inBoundsMin), Vec3::sGreater(inOrigin, inBoundsMax)); no_intersection = UVec4::sOr(no_intersection, UVec4::sAnd(inInvDirection.mIsParallel, no_parallel_overlap)); return !no_intersection.TestAnyXYZTrue(); } /// Intersect AABB with ray without hit fraction, based on separating axis test /// @see http://www.codercorner.com/RayAABB.cpp JPH_INLINE bool RayAABoxHits(Vec3Arg inOrigin, Vec3Arg inDirection, Vec3Arg inBoundsMin, Vec3Arg inBoundsMax) { Vec3 extents = inBoundsMax - inBoundsMin; Vec3 diff = 2.0f * inOrigin - inBoundsMin - inBoundsMax; Vec3 abs_diff = diff.Abs(); UVec4 no_intersection = UVec4::sAnd(Vec3::sGreater(abs_diff, extents), Vec3::sGreaterOrEqual(diff * inDirection, Vec3::sZero())); Vec3 abs_dir = inDirection.Abs(); Vec3 abs_dir_yzz = abs_dir.Swizzle(); Vec3 abs_dir_xyx = abs_dir.Swizzle(); Vec3 extents_yzz = extents.Swizzle(); Vec3 extents_xyx = extents.Swizzle(); Vec3 diff_yzx = diff.Swizzle(); Vec3 dir_yzx = inDirection.Swizzle(); no_intersection = UVec4::sOr(no_intersection, Vec3::sGreater((inDirection * diff_yzx - dir_yzx * diff).Abs(), extents_xyx * abs_dir_yzz + extents_yzz * abs_dir_xyx)); return !no_intersection.TestAnyXYZTrue(); } JPH_NAMESPACE_END