1 | // Copyright 2009-2021 Intel Corporation |
2 | // SPDX-License-Identifier: Apache-2.0 |
3 | |
4 | #include "primitive.h" |
5 | |
6 | namespace embree |
7 | { |
8 | namespace isa |
9 | { |
10 | struct TriangleTriangleIntersector |
11 | { |
12 | __forceinline static float T(float pa0, float pa1, float da0, float da1) { |
13 | return pa0 + (pa1-pa0)*da0/(da0-da1); |
14 | } |
15 | |
16 | __forceinline static bool point_line_side(const Vec2f& p, const Vec2f& a0, const Vec2f& a1) { |
17 | return det(p-a0,a0-a1) >= 0.0f; |
18 | } |
19 | |
20 | __forceinline static bool point_inside_triangle(const Vec2f& p, const Vec2f& a, const Vec2f& b, const Vec2f& c) |
21 | { |
22 | const bool pab = point_line_side(p,a,b); |
23 | const bool pbc = point_line_side(p,b,c); |
24 | const bool pca = point_line_side(p,c,a); |
25 | return pab == pbc && pab == pca; |
26 | } |
27 | |
28 | __forceinline static bool intersect_line_line(const Vec2f& a0, const Vec2f& a1, const Vec2f& b0, const Vec2f& b1) |
29 | { |
30 | const bool different_sides0 = point_line_side(b0,a0,a1) != point_line_side(b1,a0,a1); |
31 | const bool different_sides1 = point_line_side(a0,b0,b1) != point_line_side(a1,b0,b1); |
32 | return different_sides0 && different_sides1; |
33 | } |
34 | |
35 | __forceinline static bool intersect_triangle_triangle (const Vec2f& a0, const Vec2f& a1, const Vec2f& a2, |
36 | const Vec2f& b0, const Vec2f& b1, const Vec2f& b2) |
37 | { |
38 | const bool a01_b01 = intersect_line_line(a0,a1,b0,b1); |
39 | if (a01_b01) return true; |
40 | const bool a01_b12 = intersect_line_line(a0,a1,b1,b2); |
41 | if (a01_b12) return true; |
42 | const bool a01_b20 = intersect_line_line(a0,a1,b2,b0); |
43 | if (a01_b20) return true; |
44 | const bool a12_b01 = intersect_line_line(a1,a2,b0,b1); |
45 | if (a12_b01) return true; |
46 | const bool a12_b12 = intersect_line_line(a1,a2,b1,b2); |
47 | if (a12_b12) return true; |
48 | const bool a12_b20 = intersect_line_line(a1,a2,b2,b0); |
49 | if (a12_b20) return true; |
50 | const bool a20_b01 = intersect_line_line(a2,a0,b0,b1); |
51 | if (a20_b01) return true; |
52 | const bool a20_b12 = intersect_line_line(a2,a0,b1,b2); |
53 | if (a20_b12) return true; |
54 | const bool a20_b20 = intersect_line_line(a2,a0,b2,b0); |
55 | if (a20_b20) return true; |
56 | |
57 | 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); |
58 | if (a_in_b) return true; |
59 | |
60 | 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); |
61 | if (b_in_a) return true; |
62 | |
63 | return false; |
64 | } |
65 | |
66 | static bool intersect_triangle_triangle (const Vec3fa& a0, const Vec3fa& a1, const Vec3fa& a2, |
67 | const Vec3fa& b0, const Vec3fa& b1, const Vec3fa& b2) |
68 | { |
69 | const float eps = 1E-5f; |
70 | |
71 | /* calculate triangle planes */ |
72 | const Vec3fa Na = cross(a1-a0,a2-a0); |
73 | const float Ca = dot(Na,a0); |
74 | const Vec3fa Nb = cross(b1-b0,b2-b0); |
75 | const float Cb = dot(Nb,b0); |
76 | |
77 | /* project triangle A onto plane B */ |
78 | const float da0 = dot(Nb,a0)-Cb; |
79 | const float da1 = dot(Nb,a1)-Cb; |
80 | const float da2 = dot(Nb,a2)-Cb; |
81 | if (max(da0,da1,da2) < -eps) return false; |
82 | if (min(da0,da1,da2) > +eps) return false; |
83 | //CSTAT(bvh_collide_prim_intersections4++); |
84 | |
85 | /* project triangle B onto plane A */ |
86 | const float db0 = dot(Na,b0)-Ca; |
87 | const float db1 = dot(Na,b1)-Ca; |
88 | const float db2 = dot(Na,b2)-Ca; |
89 | if (max(db0,db1,db2) < -eps) return false; |
90 | if (min(db0,db1,db2) > +eps) return false; |
91 | //CSTAT(bvh_collide_prim_intersections5++); |
92 | |
93 | if (unlikely((std::fabs(da0) < eps && std::fabs(da1) < eps && std::fabs(da2) < eps) || |
94 | (std::fabs(db0) < eps && std::fabs(db1) < eps && std::fabs(db2) < eps))) |
95 | { |
96 | const size_t dz = maxDim(Na); |
97 | const size_t dx = (dz+1)%3; |
98 | const size_t dy = (dx+1)%3; |
99 | const Vec2f A0(a0[dx],a0[dy]); |
100 | const Vec2f A1(a1[dx],a1[dy]); |
101 | const Vec2f A2(a2[dx],a2[dy]); |
102 | const Vec2f B0(b0[dx],b0[dy]); |
103 | const Vec2f B1(b1[dx],b1[dy]); |
104 | const Vec2f B2(b2[dx],b2[dy]); |
105 | return intersect_triangle_triangle(A0,A1,A2,B0,B1,B2); |
106 | } |
107 | |
108 | const Vec3fa D = cross(Na,Nb); |
109 | const float pa0 = dot(D,a0); |
110 | const float pa1 = dot(D,a1); |
111 | const float pa2 = dot(D,a2); |
112 | const float pb0 = dot(D,b0); |
113 | const float pb1 = dot(D,b1); |
114 | const float pb2 = dot(D,b2); |
115 | |
116 | BBox1f ba = empty; |
117 | if (min(da0,da1) <= 0.0f && max(da0,da1) >= 0.0f && abs(da0-da1) > 0.0f) ba.extend(T(pa0,pa1,da0,da1)); |
118 | if (min(da1,da2) <= 0.0f && max(da1,da2) >= 0.0f && abs(da1-da2) > 0.0f) ba.extend(T(pa1,pa2,da1,da2)); |
119 | if (min(da2,da0) <= 0.0f && max(da2,da0) >= 0.0f && abs(da2-da0) > 0.0f) ba.extend(T(pa2,pa0,da2,da0)); |
120 | |
121 | BBox1f bb = empty; |
122 | if (min(db0,db1) <= 0.0f && max(db0,db1) >= 0.0f && abs(db0-db1) > 0.0f) bb.extend(T(pb0,pb1,db0,db1)); |
123 | if (min(db1,db2) <= 0.0f && max(db1,db2) >= 0.0f && abs(db1-db2) > 0.0f) bb.extend(T(pb1,pb2,db1,db2)); |
124 | if (min(db2,db0) <= 0.0f && max(db2,db0) >= 0.0f && abs(db2-db0) > 0.0f) bb.extend(T(pb2,pb0,db2,db0)); |
125 | |
126 | return conjoint(ba,bb); |
127 | } |
128 | }; |
129 | } |
130 | } |
131 | |
132 | |
133 | |