// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once JPH_NAMESPACE_BEGIN /// Intersect ray with triangle, returns closest point or FLT_MAX if no hit (branch less version) /// Adapted from: http://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm JPH_INLINE float RayTriangle(Vec3Arg inOrigin, Vec3Arg inDirection, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2) { // Epsilon Vec3 epsilon = Vec3::sReplicate(1.0e-12f); // Zero & one Vec3 zero = Vec3::sZero(); Vec3 one = Vec3::sOne(); // Find vectors for two edges sharing inV0 Vec3 e1 = inV1 - inV0; Vec3 e2 = inV2 - inV0; // Begin calculating determinant - also used to calculate u parameter Vec3 p = inDirection.Cross(e2); // if determinant is near zero, ray lies in plane of triangle Vec3 det = Vec3::sReplicate(e1.Dot(p)); // Check if determinant is near zero UVec4 det_near_zero = Vec3::sLess(det.Abs(), epsilon); // When the determinant is near zero, set it to one to avoid dividing by zero det = Vec3::sSelect(det, Vec3::sOne(), det_near_zero); // Calculate distance from inV0 to ray origin Vec3 s = inOrigin - inV0; // Calculate u parameter Vec3 u = Vec3::sReplicate(s.Dot(p)) / det; // Prepare to test v parameter Vec3 q = s.Cross(e1); // Calculate v parameter Vec3 v = Vec3::sReplicate(inDirection.Dot(q)) / det; // Get intersection point Vec3 t = Vec3::sReplicate(e2.Dot(q)) / det; // Check if there is an intersection UVec4 no_intersection = UVec4::sOr ( UVec4::sOr ( UVec4::sOr ( det_near_zero, Vec3::sLess(u, zero) ), UVec4::sOr ( Vec3::sLess(v, zero), Vec3::sGreater(u + v, one) ) ), Vec3::sLess(t, zero) ); // Select intersection point or FLT_MAX based on if there is an intersection or not return Vec3::sSelect(t, Vec3::sReplicate(FLT_MAX), no_intersection).GetX(); } /// Intersect ray with 4 triangles in SOA format, returns 4 vector of closest points or FLT_MAX if no hit (uses bit tricks to do less divisions) JPH_INLINE Vec4 RayTriangle4(Vec3Arg inOrigin, Vec3Arg inDirection, Vec4Arg inV0X, Vec4Arg inV0Y, Vec4Arg inV0Z, Vec4Arg inV1X, Vec4Arg inV1Y, Vec4Arg inV1Z, Vec4Arg inV2X, Vec4Arg inV2Y, Vec4Arg inV2Z) { // Epsilon Vec4 epsilon = Vec4::sReplicate(1.0e-12f); // Zero Vec4 zero = Vec4::sZero(); // Find vectors for two edges sharing inV0 Vec4 e1x = inV1X - inV0X; Vec4 e1y = inV1Y - inV0Y; Vec4 e1z = inV1Z - inV0Z; Vec4 e2x = inV2X - inV0X; Vec4 e2y = inV2Y - inV0Y; Vec4 e2z = inV2Z - inV0Z; // Get direction vector components Vec4 dx = inDirection.SplatX(); Vec4 dy = inDirection.SplatY(); Vec4 dz = inDirection.SplatZ(); // Begin calculating determinant - also used to calculate u parameter Vec4 px = dy * e2z - dz * e2y; Vec4 py = dz * e2x - dx * e2z; Vec4 pz = dx * e2y - dy * e2x; // if determinant is near zero, ray lies in plane of triangle Vec4 det = e1x * px + e1y * py + e1z * pz; // Get sign bit for determinant and make positive Vec4 det_sign = Vec4::sAnd(det, UVec4::sReplicate(0x80000000).ReinterpretAsFloat()); det = Vec4::sXor(det, det_sign); // Check which determinants are near zero UVec4 det_near_zero = Vec4::sLess(det, epsilon); // Set components of the determinant to 1 that are near zero to avoid dividing by zero det = Vec4::sSelect(det, Vec4::sOne(), det_near_zero); // Calculate distance from inV0 to ray origin Vec4 sx = inOrigin.SplatX() - inV0X; Vec4 sy = inOrigin.SplatY() - inV0Y; Vec4 sz = inOrigin.SplatZ() - inV0Z; // Calculate u parameter and flip sign if determinant was negative Vec4 u = Vec4::sXor(sx * px + sy * py + sz * pz, det_sign); // Prepare to test v parameter Vec4 qx = sy * e1z - sz * e1y; Vec4 qy = sz * e1x - sx * e1z; Vec4 qz = sx * e1y - sy * e1x; // Calculate v parameter and flip sign if determinant was negative Vec4 v = Vec4::sXor(dx * qx + dy * qy + dz * qz, det_sign); // Get intersection point and flip sign if determinant was negative Vec4 t = Vec4::sXor(e2x * qx + e2y * qy + e2z * qz, det_sign); // Check if there is an intersection UVec4 no_intersection = UVec4::sOr ( UVec4::sOr ( UVec4::sOr ( det_near_zero, Vec4::sLess(u, zero) ), UVec4::sOr ( Vec4::sLess(v, zero), Vec4::sGreater(u + v, det) ) ), Vec4::sLess(t, zero) ); // Select intersection point or FLT_MAX based on if there is an intersection or not return Vec4::sSelect(t / det, Vec4::sReplicate(FLT_MAX), no_intersection); } JPH_NAMESPACE_END