doom3-bfg/neo/renderer/tr_trace.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "tr_local.h"
#include "Model_local.h"
#include "../idlib/geometry/DrawVert_intrinsics.h"
/*
====================
R_TracePointCullStatic
====================
*/
static void R_TracePointCullStatic( byte *cullBits, byte &totalOr, const float radius, const idPlane *planes, const idDrawVert *verts, const int numVerts ) {
assert_16_byte_aligned( cullBits );
assert_16_byte_aligned( verts );
idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
const __m128 vector_float_radius = _mm_splat_ps( _mm_load_ss( &radius ), 0 );
const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f };
const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 );
const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 );
const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 );
const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 );
const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 );
const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 );
const __m128i vector_int_mask6 = _mm_set1_epi32( 1 << 6 );
const __m128i vector_int_mask7 = _mm_set1_epi32( 1 << 7 );
const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() );
const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() );
const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() );
const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() );
const __m128 p0X = _mm_splat_ps( p0, 0 );
const __m128 p0Y = _mm_splat_ps( p0, 1 );
const __m128 p0Z = _mm_splat_ps( p0, 2 );
const __m128 p0W = _mm_splat_ps( p0, 3 );
const __m128 p1X = _mm_splat_ps( p1, 0 );
const __m128 p1Y = _mm_splat_ps( p1, 1 );
const __m128 p1Z = _mm_splat_ps( p1, 2 );
const __m128 p1W = _mm_splat_ps( p1, 3 );
const __m128 p2X = _mm_splat_ps( p2, 0 );
const __m128 p2Y = _mm_splat_ps( p2, 1 );
const __m128 p2Z = _mm_splat_ps( p2, 2 );
const __m128 p2W = _mm_splat_ps( p2, 3 );
const __m128 p3X = _mm_splat_ps( p3, 0 );
const __m128 p3Y = _mm_splat_ps( p3, 1 );
const __m128 p3Z = _mm_splat_ps( p3, 2 );
const __m128 p3W = _mm_splat_ps( p3, 3 );
__m128i vecTotalOrInt = { 0, 0, 0, 0 };
for ( int i = 0; i < numVerts; ) {
const int nextNumVerts = vertsODS.FetchNextBatch() - 4;
for ( ; i <= nextNumVerts; i += 4 ) {
const __m128 v0 = _mm_load_ps( vertsODS[i + 0].xyz.ToFloatPtr() );
const __m128 v1 = _mm_load_ps( vertsODS[i + 1].xyz.ToFloatPtr() );
const __m128 v2 = _mm_load_ps( vertsODS[i + 2].xyz.ToFloatPtr() );
const __m128 v3 = _mm_load_ps( vertsODS[i + 3].xyz.ToFloatPtr() );
const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z
const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w
const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z
const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w
const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x
const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y
const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z
const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) );
const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) );
const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) );
const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) );
const __m128 t0 = _mm_add_ps( d0, vector_float_radius );
const __m128 t1 = _mm_add_ps( d1, vector_float_radius );
const __m128 t2 = _mm_add_ps( d2, vector_float_radius );
const __m128 t3 = _mm_add_ps( d3, vector_float_radius );
const __m128 t4 = _mm_sub_ps( d0, vector_float_radius );
const __m128 t5 = _mm_sub_ps( d1, vector_float_radius );
const __m128 t6 = _mm_sub_ps( d2, vector_float_radius );
const __m128 t7 = _mm_sub_ps( d3, vector_float_radius );
__m128i c0 = __m128c( _mm_cmpgt_ps( t0, vector_float_zero ) );
__m128i c1 = __m128c( _mm_cmpgt_ps( t1, vector_float_zero ) );
__m128i c2 = __m128c( _mm_cmpgt_ps( t2, vector_float_zero ) );
__m128i c3 = __m128c( _mm_cmpgt_ps( t3, vector_float_zero ) );
__m128i c4 = __m128c( _mm_cmplt_ps( t4, vector_float_zero ) );
__m128i c5 = __m128c( _mm_cmplt_ps( t5, vector_float_zero ) );
__m128i c6 = __m128c( _mm_cmplt_ps( t6, vector_float_zero ) );
__m128i c7 = __m128c( _mm_cmplt_ps( t7, vector_float_zero ) );
c0 = _mm_and_si128( c0, vector_int_mask0 );
c1 = _mm_and_si128( c1, vector_int_mask1 );
c2 = _mm_and_si128( c2, vector_int_mask2 );
c3 = _mm_and_si128( c3, vector_int_mask3 );
c4 = _mm_and_si128( c4, vector_int_mask4 );
c5 = _mm_and_si128( c5, vector_int_mask5 );
c6 = _mm_and_si128( c6, vector_int_mask6 );
c7 = _mm_and_si128( c7, vector_int_mask7 );
c0 = _mm_or_si128( c0, c1 );
c2 = _mm_or_si128( c2, c3 );
c4 = _mm_or_si128( c4, c5 );
c6 = _mm_or_si128( c6, c7 );
c0 = _mm_or_si128( c0, c2 );
c4 = _mm_or_si128( c4, c6 );
c0 = _mm_or_si128( c0, c4 );
vecTotalOrInt = _mm_or_si128( vecTotalOrInt, c0 );
__m128i s0 = _mm_packs_epi32( c0, c0 );
__m128i b0 = _mm_packus_epi16( s0, s0 );
*(unsigned int *)&cullBits[i] = _mm_cvtsi128_si32( b0 );
}
}
vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 1, 0, 3, 2 ) ) );
vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 2, 3, 0, 1 ) ) );
__m128i vecTotalOrShort = _mm_packs_epi32( vecTotalOrInt, vecTotalOrInt );
__m128i vecTotalOrByte = _mm_packus_epi16( vecTotalOrShort, vecTotalOrShort );
totalOr = (byte) _mm_cvtsi128_si32( vecTotalOrByte );
}
/*
====================
R_TracePointCullSkinned
====================
*/
static void R_TracePointCullSkinned( byte *cullBits, byte &totalOr, const float radius, const idPlane *planes, const idDrawVert *verts, const int numVerts, const idJointMat * joints ) {
assert_16_byte_aligned( cullBits );
assert_16_byte_aligned( verts );
idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
const __m128 vector_float_radius = _mm_splat_ps( _mm_load_ss( &radius ), 0 );
const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f };
const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 );
const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 );
const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 );
const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 );
const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 );
const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 );
const __m128i vector_int_mask6 = _mm_set1_epi32( 1 << 6 );
const __m128i vector_int_mask7 = _mm_set1_epi32( 1 << 7 );
const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() );
const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() );
const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() );
const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() );
const __m128 p0X = _mm_splat_ps( p0, 0 );
const __m128 p0Y = _mm_splat_ps( p0, 1 );
const __m128 p0Z = _mm_splat_ps( p0, 2 );
const __m128 p0W = _mm_splat_ps( p0, 3 );
const __m128 p1X = _mm_splat_ps( p1, 0 );
const __m128 p1Y = _mm_splat_ps( p1, 1 );
const __m128 p1Z = _mm_splat_ps( p1, 2 );
const __m128 p1W = _mm_splat_ps( p1, 3 );
const __m128 p2X = _mm_splat_ps( p2, 0 );
const __m128 p2Y = _mm_splat_ps( p2, 1 );
const __m128 p2Z = _mm_splat_ps( p2, 2 );
const __m128 p2W = _mm_splat_ps( p2, 3 );
const __m128 p3X = _mm_splat_ps( p3, 0 );
const __m128 p3Y = _mm_splat_ps( p3, 1 );
const __m128 p3Z = _mm_splat_ps( p3, 2 );
const __m128 p3W = _mm_splat_ps( p3, 3 );
__m128i vecTotalOrInt = { 0, 0, 0, 0 };
for ( int i = 0; i < numVerts; ) {
const int nextNumVerts = vertsODS.FetchNextBatch() - 4;
for ( ; i <= nextNumVerts; i += 4 ) {
const __m128 v0 = LoadSkinnedDrawVertPosition( vertsODS[i + 0], joints );
const __m128 v1 = LoadSkinnedDrawVertPosition( vertsODS[i + 1], joints );
const __m128 v2 = LoadSkinnedDrawVertPosition( vertsODS[i + 2], joints );
const __m128 v3 = LoadSkinnedDrawVertPosition( vertsODS[i + 3], joints );
const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z
const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w
const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z
const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w
const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x
const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y
const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z
const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) );
const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) );
const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) );
const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) );
const __m128 t0 = _mm_add_ps( d0, vector_float_radius );
const __m128 t1 = _mm_add_ps( d1, vector_float_radius );
const __m128 t2 = _mm_add_ps( d2, vector_float_radius );
const __m128 t3 = _mm_add_ps( d3, vector_float_radius );
const __m128 t4 = _mm_sub_ps( d0, vector_float_radius );
const __m128 t5 = _mm_sub_ps( d1, vector_float_radius );
const __m128 t6 = _mm_sub_ps( d2, vector_float_radius );
const __m128 t7 = _mm_sub_ps( d3, vector_float_radius );
__m128i c0 = __m128c( _mm_cmpgt_ps( t0, vector_float_zero ) );
__m128i c1 = __m128c( _mm_cmpgt_ps( t1, vector_float_zero ) );
__m128i c2 = __m128c( _mm_cmpgt_ps( t2, vector_float_zero ) );
__m128i c3 = __m128c( _mm_cmpgt_ps( t3, vector_float_zero ) );
__m128i c4 = __m128c( _mm_cmplt_ps( t4, vector_float_zero ) );
__m128i c5 = __m128c( _mm_cmplt_ps( t5, vector_float_zero ) );
__m128i c6 = __m128c( _mm_cmplt_ps( t6, vector_float_zero ) );
__m128i c7 = __m128c( _mm_cmplt_ps( t7, vector_float_zero ) );
c0 = _mm_and_si128( c0, vector_int_mask0 );
c1 = _mm_and_si128( c1, vector_int_mask1 );
c2 = _mm_and_si128( c2, vector_int_mask2 );
c3 = _mm_and_si128( c3, vector_int_mask3 );
c4 = _mm_and_si128( c4, vector_int_mask4 );
c5 = _mm_and_si128( c5, vector_int_mask5 );
c6 = _mm_and_si128( c6, vector_int_mask6 );
c7 = _mm_and_si128( c7, vector_int_mask7 );
c0 = _mm_or_si128( c0, c1 );
c2 = _mm_or_si128( c2, c3 );
c4 = _mm_or_si128( c4, c5 );
c6 = _mm_or_si128( c6, c7 );
c0 = _mm_or_si128( c0, c2 );
c4 = _mm_or_si128( c4, c6 );
c0 = _mm_or_si128( c0, c4 );
vecTotalOrInt = _mm_or_si128( vecTotalOrInt, c0 );
__m128i s0 = _mm_packs_epi32( c0, c0 );
__m128i b0 = _mm_packus_epi16( s0, s0 );
*(unsigned int *)&cullBits[i] = _mm_cvtsi128_si32( b0 );
}
}
vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 1, 0, 3, 2 ) ) );
vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 2, 3, 0, 1 ) ) );
__m128i vecTotalOrShort = _mm_packs_epi32( vecTotalOrInt, vecTotalOrInt );
__m128i vecTotalOrByte = _mm_packus_epi16( vecTotalOrShort, vecTotalOrShort );
totalOr = (byte) _mm_cvtsi128_si32( vecTotalOrByte );
}
/*
====================
R_LineIntersectsTriangleExpandedWithCircle
The triangle is expanded in the plane with a circle of the given radius.
====================
*/
static bool R_LineIntersectsTriangleExpandedWithCircle( localTrace_t & hit, const idVec3 & start, const idVec3 & end, const float circleRadius, const idVec3 & triVert0, const idVec3 & triVert1, const idVec3 & triVert2 ) {
const idPlane plane( triVert0, triVert1, triVert2 );
const float planeDistStart = plane.Distance( start );
const float planeDistEnd = plane.Distance( end );
if ( planeDistStart < 0.0f ) {
return false; // starts past the triangle
}
if ( planeDistEnd > 0.0f ) {
return false; // finishes in front of the triangle
}
const float planeDelta = planeDistStart - planeDistEnd;
if ( planeDelta < idMath::FLT_SMALLEST_NON_DENORMAL ) {
return false; // coming at the triangle from behind or parallel
}
const float fraction = planeDistStart / planeDelta;
if ( fraction < 0.0f ) {
return false; // shouldn't happen
}
if ( fraction >= hit.fraction ) {
return false; // have already hit something closer
}
// find the exact point of impact with the plane
const idVec3 point = start + fraction * ( end - start );
// see if the point is within the three edges
// if radius > 0 the triangle is expanded with a circle in the triangle plane
const float radiusSqr = circleRadius * circleRadius;
const idVec3 dir0 = triVert0 - point;
const idVec3 dir1 = triVert1 - point;
const idVec3 cross0 = dir0.Cross( dir1 );
float d0 = plane.Normal() * cross0;
if ( d0 > 0.0f ) {
if ( radiusSqr <= 0.0f ) {
return false;
}
idVec3 edge = triVert0 - triVert1;
const float edgeLengthSqr = edge.LengthSqr();
if ( cross0.LengthSqr() > edgeLengthSqr * radiusSqr ) {
return false;
}
d0 = edge * dir0;
if ( d0 < 0.0f ) {
edge = triVert0 - triVert2;
d0 = edge * dir0;
if ( d0 < 0.0f ) {
if ( dir0.LengthSqr() > radiusSqr ) {
return false;
}
}
} else if ( d0 > edgeLengthSqr ) {
edge = triVert1 - triVert2;
d0 = edge * dir1;
if ( d0 < 0.0f ) {
if ( dir1.LengthSqr() > radiusSqr ) {
return false;
}
}
}
}
const idVec3 dir2 = triVert2 - point;
const idVec3 cross1 = dir1.Cross( dir2 );
float d1 = plane.Normal() * cross1;
if ( d1 > 0.0f ) {
if ( radiusSqr <= 0.0f ) {
return false;
}
idVec3 edge = triVert1 - triVert2;
const float edgeLengthSqr = edge.LengthSqr();
if ( cross1.LengthSqr() > edgeLengthSqr * radiusSqr ) {
return false;
}
d1 = edge * dir1;
if ( d1 < 0.0f ) {
edge = triVert1 - triVert0;
d1 = edge * dir1;
if ( d1 < 0.0f ) {
if ( dir1.LengthSqr() > radiusSqr ) {
return false;
}
}
} else if ( d1 > edgeLengthSqr ) {
edge = triVert2 - triVert0;
d1 = edge * dir2;
if ( d1 < 0.0f ) {
if ( dir2.LengthSqr() > radiusSqr ) {
return false;
}
}
}
}
const idVec3 cross2 = dir2.Cross( dir0 );
float d2 = plane.Normal() * cross2;
if ( d2 > 0.0f ) {
if ( radiusSqr <= 0.0f ) {
return false;
}
idVec3 edge = triVert2 - triVert0;
const float edgeLengthSqr = edge.LengthSqr();
if ( cross2.LengthSqr() > edgeLengthSqr * radiusSqr ) {
return false;
}
d2 = edge * dir2;
if ( d2 < 0.0f ) {
edge = triVert2 - triVert1;
d2 = edge * dir2;
if ( d2 < 0.0f ) {
if ( dir2.LengthSqr() > radiusSqr ) {
return false;
}
}
} else if ( d2 > edgeLengthSqr ) {
edge = triVert0 - triVert1;
d2 = edge * dir0;
if ( d2 < 0.0f ) {
if ( dir0.LengthSqr() > radiusSqr ) {
return false;
}
}
}
}
// we hit this triangle
hit.fraction = fraction;
hit.normal = plane.Normal();
hit.point = point;
return true;
}
/*
====================
R_LocalTrace
====================
*/
localTrace_t R_LocalTrace( const idVec3 &start, const idVec3 &end, const float radius, const srfTriangles_t *tri ) {
localTrace_t hit;
hit.fraction = 1.0f;
ALIGNTYPE16 idPlane planes[4];
// create two planes orthogonal to each other that intersect along the trace
idVec3 startDir = end - start;
startDir.Normalize();
startDir.NormalVectors( planes[0].Normal(), planes[1].Normal() );
planes[0][3] = - start * planes[0].Normal();
planes[1][3] = - start * planes[1].Normal();
// create front and end planes so the trace is on the positive sides of both
planes[2] = startDir;
planes[2][3] = - start * planes[2].Normal();
planes[3] = -startDir;
planes[3][3] = - end * planes[3].Normal();
// catagorize each point against the four planes
byte * cullBits = (byte *) _alloca16( ALIGN( tri->numVerts, 4 ) ); // round up to a multiple of 4 for SIMD
byte totalOr = 0;
const idJointMat * joints = ( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? tri->staticModelWithJoints->jointsInverted : NULL;
if ( joints != NULL ) {
R_TracePointCullSkinned( cullBits, totalOr, radius, planes, tri->verts, tri->numVerts, joints );
} else {
R_TracePointCullStatic( cullBits, totalOr, radius, planes, tri->verts, tri->numVerts );
}
// if we don't have points on both sides of both the ray planes, no intersection
if ( ( totalOr ^ ( totalOr >> 4 ) ) & 3 ) {
return hit;
}
// if we don't have any points between front and end, no intersection
if ( ( totalOr ^ ( totalOr >> 1 ) ) & 4 ) {
return hit;
}
// start streaming the indexes
idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 3 > indexesODS( tri->indexes, tri->numIndexes );
for ( int i = 0; i < tri->numIndexes; ) {
const int nextNumIndexes = indexesODS.FetchNextBatch() - 3;
for ( ; i <= nextNumIndexes; i += 3 ) {
const int i0 = indexesODS[i + 0];
const int i1 = indexesODS[i + 1];
const int i2 = indexesODS[i + 2];
// get sidedness info for the triangle
const byte triOr = cullBits[i0] | cullBits[i1] | cullBits[i2];
// if we don't have points on both sides of both the ray planes, no intersection
if ( likely( ( triOr ^ ( triOr >> 4 ) ) & 3 ) ) {
continue;
}
// if we don't have any points between front and end, no intersection
if ( unlikely( ( triOr ^ ( triOr >> 1 ) ) & 4 ) ) {
continue;
}
const idVec3 triVert0 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i0] ), joints );
const idVec3 triVert1 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i1] ), joints );
const idVec3 triVert2 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i2] ), joints );
if ( R_LineIntersectsTriangleExpandedWithCircle( hit, start, end, radius, triVert0, triVert1, triVert2 ) ) {
hit.indexes[0] = i0;
hit.indexes[1] = i1;
hit.indexes[2] = i2;
}
}
}
return hit;
}