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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/embree/kernels/geometry/plane.h
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// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "../common/ray.h"
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namespace embree
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{
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namespace isa
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{
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struct HalfPlane
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{
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const Vec3fa P; //!< plane origin
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const Vec3fa N; //!< plane normal
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__forceinline HalfPlane(const Vec3fa& P, const Vec3fa& N)
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: P(P), N(N) {}
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__forceinline BBox1f intersect(const Vec3fa& ray_org, const Vec3fa& ray_dir) const
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{
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Vec3fa O = Vec3fa(ray_org) - P;
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Vec3fa D = Vec3fa(ray_dir);
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float ON = dot(O,N);
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float DN = dot(D,N);
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bool eps = abs(DN) < min_rcp_input;
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float t = -ON*rcp(DN);
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float lower = select(eps || DN < 0.0f, float(neg_inf), t);
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float upper = select(eps || DN > 0.0f, float(pos_inf), t);
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return BBox1f(lower,upper);
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}
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};
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template<int M>
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struct HalfPlaneN
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{
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const Vec3vf<M> P; //!< plane origin
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const Vec3vf<M> N; //!< plane normal
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__forceinline HalfPlaneN(const Vec3vf<M>& P, const Vec3vf<M>& N)
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: P(P), N(N) {}
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__forceinline BBox<vfloat<M>> intersect(const Vec3fa& ray_org, const Vec3fa& ray_dir) const
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{
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Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray_org) - P;
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Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray_dir);
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vfloat<M> ON = dot(O,N);
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vfloat<M> DN = dot(D,N);
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vbool<M> eps = abs(DN) < min_rcp_input;
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vfloat<M> t = -ON*rcp(DN);
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vfloat<M> lower = select(eps | DN < 0.0f, vfloat<M>(neg_inf), t);
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vfloat<M> upper = select(eps | DN > 0.0f, vfloat<M>(pos_inf), t);
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return BBox<vfloat<M>>(lower,upper);
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}
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};
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}
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}
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