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			234 lines
		
	
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2009-2021 Intel Corporation
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| // SPDX-License-Identifier: Apache-2.0
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| 
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| #pragma once
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| 
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| #include "../common/ray.h"
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| #include "../common/scene_points.h"
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| #include "curve_intersector_precalculations.h"
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| 
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| namespace embree
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| {
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|   namespace isa
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|   {
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|     template<int M>
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|     struct DiscIntersectorHitM
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|     {
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|       __forceinline DiscIntersectorHitM() {}
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| 
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|       __forceinline DiscIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng)
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|           : vu(u), vv(v), vt(t), vNg(Ng)
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|       {
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|       }
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| 
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|       __forceinline void finalize() {}
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| 
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|       __forceinline Vec2f uv(const size_t i) const
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|       {
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|         return Vec2f(vu[i], vv[i]);
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|       }
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|       __forceinline float t(const size_t i) const
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|       {
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|         return vt[i];
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|       }
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|       __forceinline Vec3fa Ng(const size_t i) const
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|       {
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|         return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]);
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|       }
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| 
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|      public:
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|       vfloat<M> vu;
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|       vfloat<M> vv;
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|       vfloat<M> vt;
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|       Vec3vf<M> vNg;
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|     };
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| 
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|     template<int M>
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|     struct DiscIntersector1
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|     {
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|       typedef CurvePrecalculations1 Precalculations;
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| 
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|       template<typename Epilog>
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|       static __forceinline bool intersect(
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|           const vbool<M>& valid_i,
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|           Ray& ray,
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|           IntersectContext* context,
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|           const Points* geom,
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|           const Precalculations& pre,
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|           const Vec4vf<M>& v0i,
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|           const Epilog& epilog)
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|       {
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|         vbool<M> valid = valid_i;
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| 
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|         const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
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|         const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z);
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|         const vfloat<M> rd2    = rcp(dot(ray_dir, ray_dir));
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| 
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|         const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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|         const Vec3vf<M> center = v0.xyz();
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|         const vfloat<M> radius = v0.w;
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| 
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|         /* compute ray distance projC0 to hit point with ray oriented plane */
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|         const Vec3vf<M> c0     = center - ray_org;
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|         const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
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| 
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|         valid &= (vfloat<M>(ray.tnear()) <= projC0) & (projC0 <= vfloat<M>(ray.tfar));
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         /* check if hit point lies inside disc */
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|         const Vec3vf<M> perp   = c0 - projC0 * ray_dir;
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|         const vfloat<M> l2     = dot(perp, perp);
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|         const vfloat<M> r2     = radius * radius;
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|         valid &= (l2 <= r2);
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         /* We reject hits where the ray origin lies inside the ray
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|          * oriented disc to avoid self intersections. */
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| #if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
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|         const vfloat<M> m2 = dot(c0, c0);
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|         valid &= (m2 > r2);
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|         if (unlikely(none(valid)))
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|           return false;
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| #endif
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|         
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|         DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
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|         return epilog(valid, hit);
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|       }
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| 
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|       template<typename Epilog>
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|       static __forceinline bool intersect(const vbool<M>& valid_i,
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|                                           Ray& ray,
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|                                           IntersectContext* context,
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|                                           const Points* geom,
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|                                           const Precalculations& pre,
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|                                           const Vec4vf<M>& v0i,
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|                                           const Vec3vf<M>& normal,
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|                                           const Epilog& epilog)
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|       {
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|         vbool<M> valid         = valid_i;
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|         const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
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| 
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|         const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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|         const Vec3vf<M> center = v0.xyz();
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|         const vfloat<M> radius = v0.w;
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| 
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|         vfloat<M> divisor       = dot(Vec3vf<M>((Vec3fa)ray.dir), normal);
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|         const vbool<M> parallel = divisor == vfloat<M>(0.f);
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|         valid &= !parallel;
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|         divisor = select(parallel, 1.f, divisor);  // prevent divide by zero
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| 
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|         vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor;
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| 
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|         valid &= (vfloat<M>(ray.tnear()) <= t) & (t <= vfloat<M>(ray.tfar));
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t;
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|         vfloat<M> dist2        = dot(intersection - center, intersection - center);
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|         valid &= dist2 < radius * radius;
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         DiscIntersectorHitM<M> hit(zero, zero, t, normal);
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|         return epilog(valid, hit);
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|       }
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|     };
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| 
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|     template<int M, int K>
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|     struct DiscIntersectorK
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|     {
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|       typedef CurvePrecalculationsK<K> Precalculations;
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| 
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|       template<typename Epilog>
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|       static __forceinline bool intersect(const vbool<M>& valid_i,
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|                                           RayK<K>& ray,
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|                                           size_t k,
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|                                           IntersectContext* context,
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|                                           const Points* geom,
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|                                           const Precalculations& pre,
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|                                           const Vec4vf<M>& v0i,
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|                                           const Epilog& epilog)
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|       {
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|         vbool<M> valid = valid_i;
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| 
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|         const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
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|         const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
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|         const vfloat<M> rd2    = rcp(dot(ray_dir, ray_dir));
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| 
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|         const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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|         const Vec3vf<M> center = v0.xyz();
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|         const vfloat<M> radius = v0.w;
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| 
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|         /* compute ray distance projC0 to hit point with ray oriented plane */
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|         const Vec3vf<M> c0     = center - ray_org;
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|         const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
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| 
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|         valid &= (vfloat<M>(ray.tnear()[k]) <= projC0) & (projC0 <= vfloat<M>(ray.tfar[k]));
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         /* check if hit point lies inside disc */
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|         const Vec3vf<M> perp   = c0 - projC0 * ray_dir;
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|         const vfloat<M> l2     = dot(perp, perp);
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|         const vfloat<M> r2     = radius * radius;
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|         valid &= (l2 <= r2);
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         /* We reject hits where the ray origin lies inside the ray
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|          * oriented disc to avoid self intersections. */
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| #if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
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|         const vfloat<M> m2 = dot(c0, c0);
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|         valid &= (m2 > r2);
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|         if (unlikely(none(valid)))
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|           return false;
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| #endif
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| 
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|         DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
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|         return epilog(valid, hit);
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|       }
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| 
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|       template<typename Epilog>
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|       static __forceinline bool intersect(const vbool<M>& valid_i,
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|                                           RayK<K>& ray,
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|                                           size_t k,
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|                                           IntersectContext* context,
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|                                           const Points* geom,
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|                                           const Precalculations& pre,
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|                                           const Vec4vf<M>& v0i,
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|                                           const Vec3vf<M>& normal,
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|                                           const Epilog& epilog)
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|       {
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|         vbool<M> valid         = valid_i;
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|         const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
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|         const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
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| 
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|         const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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|         const Vec3vf<M> center = v0.xyz();
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|         const vfloat<M> radius = v0.w;
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|         
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|         vfloat<M> divisor       = dot(Vec3vf<M>(ray_dir), normal);
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|         const vbool<M> parallel = divisor == vfloat<M>(0.f);
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|         valid &= !parallel;
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|         divisor = select(parallel, 1.f, divisor);  // prevent divide by zero
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| 
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|         vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor;
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| 
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|         valid &= (vfloat<M>(ray.tnear()[k]) <= t) & (t <= vfloat<M>(ray.tfar[k]));
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         Vec3vf<M> intersection = Vec3vf<M>(ray_org) + Vec3vf<M>(ray_dir) * t;
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|         vfloat<M> dist2        = dot(intersection - center, intersection - center);
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|         valid &= dist2 < radius * radius;
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|         if (unlikely(none(valid)))
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|           return false;
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| 
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|         DiscIntersectorHitM<M> hit(zero, zero, t, normal);
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|         return epilog(valid, hit);
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|       }
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|     };
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|   }  // namespace isa
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| }  // namespace embree
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