From c01469dddabe404506ef3a64542e8423f9e11f2c Mon Sep 17 00:00:00 2001 From: Aki Date: Sun, 30 Jan 2022 17:44:05 +0100 Subject: Converted Opcode and Ice into unix newlines format --- Opcode/OPC_RayTriOverlap.h | 178 ++++++++++++++++++++++----------------------- 1 file changed, 89 insertions(+), 89 deletions(-) (limited to 'Opcode/OPC_RayTriOverlap.h') diff --git a/Opcode/OPC_RayTriOverlap.h b/Opcode/OPC_RayTriOverlap.h index 6991434..405c7e1 100644 --- a/Opcode/OPC_RayTriOverlap.h +++ b/Opcode/OPC_RayTriOverlap.h @@ -1,89 +1,89 @@ -#define LOCAL_EPSILON 0.000001f - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Computes a ray-triangle intersection test. - * Original code from Tomas Möller's "Fast Minimum Storage Ray-Triangle Intersection". - * It's been optimized a bit with integer code, and modified to return a non-intersection if distance from - * ray origin to triangle is negative. - * - * \param vert0 [in] triangle vertex - * \param vert1 [in] triangle vertex - * \param vert2 [in] triangle vertex - * \return true on overlap. mStabbedFace is filled with relevant info. - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -inline_ BOOL RayCollider::RayTriOverlap(const IcePoint& vert0, const IcePoint& vert1, const IcePoint& vert2) -{ - // Stats - mNbRayPrimTests++; - - // Find vectors for two edges sharing vert0 - IcePoint edge1 = vert1 - vert0; - IcePoint edge2 = vert2 - vert0; - - // Begin calculating determinant - also used to calculate U parameter - IcePoint pvec = mDir^edge2; - - // If determinant is near zero, ray lies in plane of triangle - float det = edge1|pvec; - - if(mCulling) - { - if(det 0. So we can use integer cmp. - - // Calculate distance from vert0 to ray origin - IcePoint tvec = mOrigin - vert0; - - // Calculate U parameter and test bounds - mStabbedFace.mU = tvec|pvec; -// if(IR(u)&0x80000000 || u>det) return FALSE; - if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IR(det)) return FALSE; - - // Prepare to test V parameter - IcePoint qvec = tvec^edge1; - - // Calculate V parameter and test bounds - mStabbedFace.mV = mDir|qvec; - if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>det) return FALSE; - - // Calculate t, scale parameters, ray intersects triangle - mStabbedFace.mDistance = edge2|qvec; - // Det > 0 so we can early exit here - // Intersection IcePoint is valid if distance is positive (else it can just be a face behind the orig IcePoint) - if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE; - // Else go on - float OneOverDet = 1.0f / det; - mStabbedFace.mDistance *= OneOverDet; - mStabbedFace.mU *= OneOverDet; - mStabbedFace.mV *= OneOverDet; - } - else - { - // the non-culling branch - if(det>-LOCAL_EPSILON && det1.0f) return FALSE; - if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IEEE_1_0) return FALSE; - - // prepare to test V parameter - IcePoint qvec = tvec^edge1; - - // Calculate V parameter and test bounds - mStabbedFace.mV = (mDir|qvec) * OneOverDet; - if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>1.0f) return FALSE; - - // Calculate t, ray intersects triangle - mStabbedFace.mDistance = (edge2|qvec) * OneOverDet; - // Intersection IcePoint is valid if distance is positive (else it can just be a face behind the orig IcePoint) - if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE; - } - return TRUE; -} +#define LOCAL_EPSILON 0.000001f + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Computes a ray-triangle intersection test. + * Original code from Tomas Möller's "Fast Minimum Storage Ray-Triangle Intersection". + * It's been optimized a bit with integer code, and modified to return a non-intersection if distance from + * ray origin to triangle is negative. + * + * \param vert0 [in] triangle vertex + * \param vert1 [in] triangle vertex + * \param vert2 [in] triangle vertex + * \return true on overlap. mStabbedFace is filled with relevant info. + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +inline_ BOOL RayCollider::RayTriOverlap(const IcePoint& vert0, const IcePoint& vert1, const IcePoint& vert2) +{ + // Stats + mNbRayPrimTests++; + + // Find vectors for two edges sharing vert0 + IcePoint edge1 = vert1 - vert0; + IcePoint edge2 = vert2 - vert0; + + // Begin calculating determinant - also used to calculate U parameter + IcePoint pvec = mDir^edge2; + + // If determinant is near zero, ray lies in plane of triangle + float det = edge1|pvec; + + if(mCulling) + { + if(det 0. So we can use integer cmp. + + // Calculate distance from vert0 to ray origin + IcePoint tvec = mOrigin - vert0; + + // Calculate U parameter and test bounds + mStabbedFace.mU = tvec|pvec; +// if(IR(u)&0x80000000 || u>det) return FALSE; + if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IR(det)) return FALSE; + + // Prepare to test V parameter + IcePoint qvec = tvec^edge1; + + // Calculate V parameter and test bounds + mStabbedFace.mV = mDir|qvec; + if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>det) return FALSE; + + // Calculate t, scale parameters, ray intersects triangle + mStabbedFace.mDistance = edge2|qvec; + // Det > 0 so we can early exit here + // Intersection IcePoint is valid if distance is positive (else it can just be a face behind the orig IcePoint) + if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE; + // Else go on + float OneOverDet = 1.0f / det; + mStabbedFace.mDistance *= OneOverDet; + mStabbedFace.mU *= OneOverDet; + mStabbedFace.mV *= OneOverDet; + } + else + { + // the non-culling branch + if(det>-LOCAL_EPSILON && det1.0f) return FALSE; + if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IEEE_1_0) return FALSE; + + // prepare to test V parameter + IcePoint qvec = tvec^edge1; + + // Calculate V parameter and test bounds + mStabbedFace.mV = (mDir|qvec) * OneOverDet; + if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>1.0f) return FALSE; + + // Calculate t, ray intersects triangle + mStabbedFace.mDistance = (edge2|qvec) * OneOverDet; + // Intersection IcePoint is valid if distance is positive (else it can just be a face behind the orig IcePoint) + if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE; + } + return TRUE; +} -- cgit v1.1