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