Esempio n. 1
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        public static bool Intersects(XMVector a0, XMVector a1, XMVector a2, XMVector b0, XMVector b1, XMVector b2)
        {
            XMVector selectY    = XMVector.FromInt((uint)XMSelection.Select0, (uint)XMSelection.Select1, (uint)XMSelection.Select0, (uint)XMSelection.Select0);
            XMVector selectZ    = XMVector.FromInt((uint)XMSelection.Select0, (uint)XMSelection.Select0, (uint)XMSelection.Select1, (uint)XMSelection.Select0);
            XMVector select0111 = XMVector.FromInt((uint)XMSelection.Select0, (uint)XMSelection.Select1, (uint)XMSelection.Select1, (uint)XMSelection.Select1);
            XMVector select1011 = XMVector.FromInt((uint)XMSelection.Select1, (uint)XMSelection.Select0, (uint)XMSelection.Select1, (uint)XMSelection.Select1);
            XMVector select1101 = XMVector.FromInt((uint)XMSelection.Select1, (uint)XMSelection.Select1, (uint)XMSelection.Select0, (uint)XMSelection.Select1);

            XMVector zero = XMGlobalConstants.Zero;

            // Compute the normal of triangle A.
            XMVector n1 = XMVector3.Cross(a1 - a0, a2 - a0);

            // Assert that the triangle is not degenerate.
            Debug.Assert(!XMVector3.Equal(n1, zero), "Reviewed");

            // Test points of B against the plane of A.
            XMVector b_dist = XMVector3.Dot(n1, b0 - a0);

            b_dist = XMVector.Select(b_dist, XMVector3.Dot(n1, b1 - a0), selectY);
            b_dist = XMVector.Select(b_dist, XMVector3.Dot(n1, b2 - a0), selectZ);

            // Ensure robustness with co-planar triangles by zeroing small distances.
            XMComparisonRecord b_distIsZeroCR;
            XMVector           b_distIsZero = XMVector.GreaterR(out b_distIsZeroCR, CollisionGlobalConstants.RayEpsilon, b_dist.Abs());

            b_dist = XMVector.Select(b_dist, zero, b_distIsZero);

            XMComparisonRecord b_distIsLessCR;
            XMVector           b_distIsLess = XMVector.GreaterR(out b_distIsLessCR, zero, b_dist);

            XMComparisonRecord b_distIsGreaterCR;
            XMVector           b_distIsGreater = XMVector.GreaterR(out b_distIsGreaterCR, b_dist, zero);

            // If all the points are on the same side we don't intersect.
            if (b_distIsLessCR.IsAllTrue || b_distIsGreaterCR.IsAllTrue)
            {
                return(false);
            }

            // Compute the normal of triangle B.
            XMVector n2 = XMVector3.Cross(b1 - b0, b2 - b0);

            // Assert that the triangle is not degenerate.
            Debug.Assert(!XMVector3.Equal(n2, zero), "Reviewed");

            // Test points of A against the plane of B.
            XMVector a_dist = XMVector3.Dot(n2, a0 - b0);

            a_dist = XMVector.Select(a_dist, XMVector3.Dot(n2, a1 - b0), selectY);
            a_dist = XMVector.Select(a_dist, XMVector3.Dot(n2, a2 - b0), selectZ);

            // Ensure robustness with co-planar triangles by zeroing small distances.
            XMComparisonRecord a_distIsZeroCR;
            XMVector           a_distIsZero = XMVector.GreaterR(out a_distIsZeroCR, CollisionGlobalConstants.RayEpsilon, b_dist.Abs());

            a_dist = XMVector.Select(a_dist, zero, a_distIsZero);

            XMComparisonRecord a_distIsLessCR;
            XMVector           a_distIsLess = XMVector.GreaterR(out a_distIsLessCR, zero, a_dist);

            XMComparisonRecord a_distIsGreaterCR;
            XMVector           a_distIsGreater = XMVector.GreaterR(out a_distIsGreaterCR, a_dist, zero);

            // If all the points are on the same side we don't intersect.
            if (a_distIsLessCR.IsAllTrue || a_distIsGreaterCR.IsAllTrue)
            {
                return(false);
            }

            // Special case for co-planar triangles.
            if (a_distIsZeroCR.IsAllTrue || b_distIsZeroCR.IsAllTrue)
            {
                XMVector axis, dist, minDist;

                // Compute an axis perpindicular to the edge (points out).
                axis = XMVector3.Cross(n1, a1 - a0);
                dist = XMVector3.Dot(axis, a0);

                // Test points of B against the axis.
                minDist = XMVector3.Dot(b0, axis);
                minDist = XMVector.Min(minDist, XMVector3.Dot(b1, axis));
                minDist = XMVector.Min(minDist, XMVector3.Dot(b2, axis));
                if (XMVector4.GreaterOrEqual(minDist, dist))
                {
                    return(false);
                }

                // Edge (A1, A2)
                axis = XMVector3.Cross(n1, a2 - a1);
                dist = XMVector3.Dot(axis, a1);

                minDist = XMVector3.Dot(b0, axis);
                minDist = XMVector.Min(minDist, XMVector3.Dot(b1, axis));
                minDist = XMVector.Min(minDist, XMVector3.Dot(b2, axis));
                if (XMVector4.GreaterOrEqual(minDist, dist))
                {
                    return(false);
                }

                // Edge (A2, A0)
                axis = XMVector3.Cross(n1, a0 - a2);
                dist = XMVector3.Dot(axis, a2);

                minDist = XMVector3.Dot(b0, axis);
                minDist = XMVector.Min(minDist, XMVector3.Dot(b1, axis));
                minDist = XMVector.Min(minDist, XMVector3.Dot(b2, axis));
                if (XMVector4.GreaterOrEqual(minDist, dist))
                {
                    return(false);
                }

                // Edge (B0, B1)
                axis = XMVector3.Cross(n2, b1 - b0);
                dist = XMVector3.Dot(axis, b0);

                minDist = XMVector3.Dot(a0, axis);
                minDist = XMVector.Min(minDist, XMVector3.Dot(a1, axis));
                minDist = XMVector.Min(minDist, XMVector3.Dot(a2, axis));
                if (XMVector4.GreaterOrEqual(minDist, dist))
                {
                    return(false);
                }

                // Edge (B1, B2)
                axis = XMVector3.Cross(n2, b2 - b1);
                dist = XMVector3.Dot(axis, b1);

                minDist = XMVector3.Dot(a0, axis);
                minDist = XMVector.Min(minDist, XMVector3.Dot(a1, axis));
                minDist = XMVector.Min(minDist, XMVector3.Dot(a2, axis));
                if (XMVector4.GreaterOrEqual(minDist, dist))
                {
                    return(false);
                }

                // Edge (B2,B0)
                axis = XMVector3.Cross(n2, b0 - b2);
                dist = XMVector3.Dot(axis, b2);

                minDist = XMVector3.Dot(a0, axis);
                minDist = XMVector.Min(minDist, XMVector3.Dot(a1, axis));
                minDist = XMVector.Min(minDist, XMVector3.Dot(a2, axis));
                if (XMVector4.GreaterOrEqual(minDist, dist))
                {
                    return(false);
                }

                return(true);
            }

            //// Find the single vertex of A and B (ie the vertex on the opposite side
            //// of the plane from the other two) and reorder the edges so we can compute
            //// the signed edge/edge distances.
            ////
            //// if ( (V0 >= 0 && V1 <  0 && V2 <  0) ||
            ////      (V0 >  0 && V1 <= 0 && V2 <= 0) ||
            ////      (V0 <= 0 && V1 >  0 && V2 >  0) ||
            ////      (V0 <  0 && V1 >= 0 && V2 >= 0) ) then V0 is singular;
            ////
            //// If our singular vertex is not on the positive side of the plane we reverse
            //// the triangle winding so that the overlap comparisons will compare the
            //// correct edges with the correct signs.

            XMVector a_distIsLessEqual    = XMVector.OrInt(a_distIsLess, a_distIsZero);
            XMVector a_distIsGreaterEqual = XMVector.OrInt(a_distIsGreater, a_distIsZero);

            XMVector aa0, aa1, aa2;
            bool     b_positiveA;

            if (Internal.XMVector3AllTrue(XMVector.Select(a_distIsGreaterEqual, a_distIsLess, select0111)) ||
                Internal.XMVector3AllTrue(XMVector.Select(a_distIsGreater, a_distIsLessEqual, select0111)))
            {
                // A0 is singular, crossing from positive to negative.
                aa0         = a0;
                aa1         = a1;
                aa2         = a2;
                b_positiveA = true;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(a_distIsLessEqual, a_distIsGreater, select0111)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(a_distIsLess, a_distIsGreaterEqual, select0111)))
            {
                // A0 is singular, crossing from negative to positive.
                aa0         = a0;
                aa1         = a2;
                aa2         = a1;
                b_positiveA = false;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(a_distIsGreaterEqual, a_distIsLess, select1011)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(a_distIsGreater, a_distIsLessEqual, select1011)))
            {
                // A1 is singular, crossing from positive to negative.
                aa0         = a1;
                aa1         = a2;
                aa2         = a0;
                b_positiveA = true;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(a_distIsLessEqual, a_distIsGreater, select1011)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(a_distIsLess, a_distIsGreaterEqual, select1011)))
            {
                // A1 is singular, crossing from negative to positive.
                aa0         = a1;
                aa1         = a0;
                aa2         = a2;
                b_positiveA = false;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(a_distIsGreaterEqual, a_distIsLess, select1101)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(a_distIsGreater, a_distIsLessEqual, select1101)))
            {
                // A2 is singular, crossing from positive to negative.
                aa0         = a2;
                aa1         = a0;
                aa2         = a1;
                b_positiveA = true;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(a_distIsLessEqual, a_distIsGreater, select1101)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(a_distIsLess, a_distIsGreaterEqual, select1101)))
            {
                // A2 is singular, crossing from negative to positive.
                aa0         = a2;
                aa1         = a1;
                aa2         = a0;
                b_positiveA = false;
            }
            else
            {
                Debug.Assert(false, "Reviewed");
                return(false);
            }

            XMVector b_distIsLessEqual    = XMVector.OrInt(b_distIsLess, b_distIsZero);
            XMVector b_distIsGreaterEqual = XMVector.OrInt(b_distIsGreater, b_distIsZero);

            XMVector bb0, bb1, bb2;
            bool     b_positiveB;

            if (Internal.XMVector3AllTrue(XMVector.Select(b_distIsGreaterEqual, b_distIsLess, select0111)) ||
                Internal.XMVector3AllTrue(XMVector.Select(b_distIsGreater, b_distIsLessEqual, select0111)))
            {
                // B0 is singular, crossing from positive to negative.
                bb0         = b0;
                bb1         = b1;
                bb2         = b2;
                b_positiveB = true;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(b_distIsLessEqual, b_distIsGreater, select0111)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(b_distIsLess, b_distIsGreaterEqual, select0111)))
            {
                // B0 is singular, crossing from negative to positive.
                bb0         = b0;
                bb1         = b2;
                bb2         = b1;
                b_positiveB = false;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(b_distIsGreaterEqual, b_distIsLess, select1011)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(b_distIsGreater, b_distIsLessEqual, select1011)))
            {
                // B1 is singular, crossing from positive to negative.
                bb0         = b1;
                bb1         = b2;
                bb2         = b0;
                b_positiveB = true;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(b_distIsLessEqual, b_distIsGreater, select1011)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(b_distIsLess, b_distIsGreaterEqual, select1011)))
            {
                // B1 is singular, crossing from negative to positive.
                bb0         = b1;
                bb1         = b0;
                bb2         = b2;
                b_positiveB = false;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(b_distIsGreaterEqual, b_distIsLess, select1101)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(b_distIsGreater, b_distIsLessEqual, select1101)))
            {
                // B2 is singular, crossing from positive to negative.
                bb0         = b2;
                bb1         = b0;
                bb2         = b1;
                b_positiveB = true;
            }
            else if (Internal.XMVector3AllTrue(XMVector.Select(b_distIsLessEqual, b_distIsGreater, select1101)) ||
                     Internal.XMVector3AllTrue(XMVector.Select(b_distIsLess, b_distIsGreaterEqual, select1101)))
            {
                // B2 is singular, crossing from negative to positive.
                bb0         = b2;
                bb1         = b1;
                bb2         = b0;
                b_positiveB = false;
            }
            else
            {
                Debug.Assert(false, "Reviewed");
                return(false);
            }

            XMVector delta0, delta1;

            // Reverse the direction of the test depending on whether the singular vertices are
            // the same sign or different signs.
            if (b_positiveA ^ b_positiveB)
            {
                delta0 = bb0 - aa0;
                delta1 = aa0 - bb0;
            }
            else
            {
                delta0 = aa0 - bb0;
                delta1 = bb0 - aa0;
            }

            // Check if the triangles overlap on the line of intersection between the
            // planes of the two triangles by finding the signed line distances.
            XMVector dist0 = XMVector3.Dot(delta0, XMVector3.Cross(bb2 - bb0, aa2 - aa0));

            if (XMVector4.Greater(dist0, zero))
            {
                return(false);
            }

            XMVector dist1 = XMVector3.Dot(delta1, XMVector3.Cross(bb1 - bb0, aa1 - aa0));

            if (XMVector4.Greater(dist1, zero))
            {
                return(false);
            }

            return(true);
        }