godot/thirdparty/embree/kernels/geometry/triangle_triangle_intersector.h
jfons a69cc9f13d
Upgrade Embree to the latest official release.
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.

`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.

(cherry picked from commit 767e374dce)
2021-05-22 15:14:07 +02:00

133 lines
5.4 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "primitive.h"
namespace embree
{
namespace isa
{
struct TriangleTriangleIntersector
{
__forceinline static float T(float pa0, float pa1, float da0, float da1) {
return pa0 + (pa1-pa0)*da0/(da0-da1);
}
__forceinline static bool point_line_side(const Vec2f& p, const Vec2f& a0, const Vec2f& a1) {
return det(p-a0,a0-a1) >= 0.0f;
}
__forceinline static bool point_inside_triangle(const Vec2f& p, const Vec2f& a, const Vec2f& b, const Vec2f& c)
{
const bool pab = point_line_side(p,a,b);
const bool pbc = point_line_side(p,b,c);
const bool pca = point_line_side(p,c,a);
return pab == pbc && pab == pca;
}
__forceinline static bool intersect_line_line(const Vec2f& a0, const Vec2f& a1, const Vec2f& b0, const Vec2f& b1)
{
const bool different_sides0 = point_line_side(b0,a0,a1) != point_line_side(b1,a0,a1);
const bool different_sides1 = point_line_side(a0,b0,b1) != point_line_side(a1,b0,b1);
return different_sides0 && different_sides1;
}
__forceinline static bool intersect_triangle_triangle (const Vec2f& a0, const Vec2f& a1, const Vec2f& a2,
const Vec2f& b0, const Vec2f& b1, const Vec2f& b2)
{
const bool a01_b01 = intersect_line_line(a0,a1,b0,b1);
if (a01_b01) return true;
const bool a01_b12 = intersect_line_line(a0,a1,b1,b2);
if (a01_b12) return true;
const bool a01_b20 = intersect_line_line(a0,a1,b2,b0);
if (a01_b20) return true;
const bool a12_b01 = intersect_line_line(a1,a2,b0,b1);
if (a12_b01) return true;
const bool a12_b12 = intersect_line_line(a1,a2,b1,b2);
if (a12_b12) return true;
const bool a12_b20 = intersect_line_line(a1,a2,b2,b0);
if (a12_b20) return true;
const bool a20_b01 = intersect_line_line(a2,a0,b0,b1);
if (a20_b01) return true;
const bool a20_b12 = intersect_line_line(a2,a0,b1,b2);
if (a20_b12) return true;
const bool a20_b20 = intersect_line_line(a2,a0,b2,b0);
if (a20_b20) return true;
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);
if (a_in_b) return true;
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);
if (b_in_a) return true;
return false;
}
static bool intersect_triangle_triangle (const Vec3fa& a0, const Vec3fa& a1, const Vec3fa& a2,
const Vec3fa& b0, const Vec3fa& b1, const Vec3fa& b2)
{
const float eps = 1E-5f;
/* calculate triangle planes */
const Vec3fa Na = cross(a1-a0,a2-a0);
const float Ca = dot(Na,a0);
const Vec3fa Nb = cross(b1-b0,b2-b0);
const float Cb = dot(Nb,b0);
/* project triangle A onto plane B */
const float da0 = dot(Nb,a0)-Cb;
const float da1 = dot(Nb,a1)-Cb;
const float da2 = dot(Nb,a2)-Cb;
if (max(da0,da1,da2) < -eps) return false;
if (min(da0,da1,da2) > +eps) return false;
//CSTAT(bvh_collide_prim_intersections4++);
/* project triangle B onto plane A */
const float db0 = dot(Na,b0)-Ca;
const float db1 = dot(Na,b1)-Ca;
const float db2 = dot(Na,b2)-Ca;
if (max(db0,db1,db2) < -eps) return false;
if (min(db0,db1,db2) > +eps) return false;
//CSTAT(bvh_collide_prim_intersections5++);
if (unlikely((std::fabs(da0) < eps && std::fabs(da1) < eps && std::fabs(da2) < eps) ||
(std::fabs(db0) < eps && std::fabs(db1) < eps && std::fabs(db2) < eps)))
{
const size_t dz = maxDim(Na);
const size_t dx = (dz+1)%3;
const size_t dy = (dx+1)%3;
const Vec2f A0(a0[dx],a0[dy]);
const Vec2f A1(a1[dx],a1[dy]);
const Vec2f A2(a2[dx],a2[dy]);
const Vec2f B0(b0[dx],b0[dy]);
const Vec2f B1(b1[dx],b1[dy]);
const Vec2f B2(b2[dx],b2[dy]);
return intersect_triangle_triangle(A0,A1,A2,B0,B1,B2);
}
const Vec3fa D = cross(Na,Nb);
const float pa0 = dot(D,a0);
const float pa1 = dot(D,a1);
const float pa2 = dot(D,a2);
const float pb0 = dot(D,b0);
const float pb1 = dot(D,b1);
const float pb2 = dot(D,b2);
BBox1f ba = empty;
if (min(da0,da1) <= 0.0f && max(da0,da1) >= 0.0f && abs(da0-da1) > 0.0f) ba.extend(T(pa0,pa1,da0,da1));
if (min(da1,da2) <= 0.0f && max(da1,da2) >= 0.0f && abs(da1-da2) > 0.0f) ba.extend(T(pa1,pa2,da1,da2));
if (min(da2,da0) <= 0.0f && max(da2,da0) >= 0.0f && abs(da2-da0) > 0.0f) ba.extend(T(pa2,pa0,da2,da0));
BBox1f bb = empty;
if (min(db0,db1) <= 0.0f && max(db0,db1) >= 0.0f && abs(db0-db1) > 0.0f) bb.extend(T(pb0,pb1,db0,db1));
if (min(db1,db2) <= 0.0f && max(db1,db2) >= 0.0f && abs(db1-db2) > 0.0f) bb.extend(T(pb1,pb2,db1,db2));
if (min(db2,db0) <= 0.0f && max(db2,db0) >= 0.0f && abs(db2-db0) > 0.0f) bb.extend(T(pb2,pb0,db2,db0));
return conjoint(ba,bb);
}
};
}
}