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-rw-r--r--thirdparty/embree-aarch64/kernels/geometry/triangle_triangle_intersector.h132
1 files changed, 132 insertions, 0 deletions
diff --git a/thirdparty/embree-aarch64/kernels/geometry/triangle_triangle_intersector.h b/thirdparty/embree-aarch64/kernels/geometry/triangle_triangle_intersector.h
new file mode 100644
index 0000000000..91b35c36f3
--- /dev/null
+++ b/thirdparty/embree-aarch64/kernels/geometry/triangle_triangle_intersector.h
@@ -0,0 +1,132 @@
+// Copyright 2009-2020 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);
+ }
+ };
+ }
+}
+
+