0be50c119d
Should make the code easier to read.
386 lines
11 KiB
C++
386 lines
11 KiB
C++
//============================================================================
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// Copyright (c) Kitware, Inc.
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// All rights reserved.
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// See LICENSE.txt for details.
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//
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// This software is distributed WITHOUT ANY WARRANTY; without even
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// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the above copyright notice for more information.
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//============================================================================
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#ifndef vtk_m_rendering_raytracing_TriangleIntersections_h
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#define vtk_m_rendering_raytracing_TriangleIntersections_h
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#include <vtkm/Math.h>
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namespace vtkm
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{
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namespace rendering
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{
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namespace raytracing
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{
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class Moller
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{
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public:
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template <typename Precision>
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VTKM_EXEC void IntersectTri(const vtkm::Vec<Precision, 3>& a,
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const vtkm::Vec<Precision, 3>& b,
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const vtkm::Vec<Precision, 3>& c,
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const vtkm::Vec<Precision, 3>& dir,
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Precision& distance,
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Precision& u,
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Precision& v,
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const vtkm::Vec<Precision, 3>& origin) const
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{
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const vtkm::Float32 EPSILON2 = 0.0001f;
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vtkm::Vec<Precision, 3> e1 = b - a;
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vtkm::Vec<Precision, 3> e2 = c - a;
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vtkm::Vec<Precision, 3> p;
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p[0] = dir[1] * e2[2] - dir[2] * e2[1];
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p[1] = dir[2] * e2[0] - dir[0] * e2[2];
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p[2] = dir[0] * e2[1] - dir[1] * e2[0];
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Precision dot = e1[0] * p[0] + e1[1] * p[1] + e1[2] * p[2];
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if (dot != 0.f)
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{
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dot = 1.f / dot;
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vtkm::Vec<Precision, 3> t;
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t = origin - a;
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u = (t[0] * p[0] + t[1] * p[1] + t[2] * p[2]) * dot;
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if (u >= (0.f - EPSILON2) && u <= (1.f + EPSILON2))
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{
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vtkm::Vec<Precision, 3> q; // = t % e1;
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q[0] = t[1] * e1[2] - t[2] * e1[1];
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q[1] = t[2] * e1[0] - t[0] * e1[2];
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q[2] = t[0] * e1[1] - t[1] * e1[0];
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v = (dir[0] * q[0] + dir[1] * q[1] + dir[2] * q[2]) * dot;
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if (v >= (0.f - EPSILON2) && v <= (1.f + EPSILON2) && !(u + v > 1.f))
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{
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distance = (e2[0] * q[0] + e2[1] * q[1] + e2[2] * q[2]) * dot;
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}
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}
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}
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}
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}; //Moller
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// TODO: optimization for sorting ray dims before this call.
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// This is called multiple times and kz,kx, and ky are
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// constant for the ray
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class WaterTight
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{
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public:
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template <typename Precision>
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VTKM_EXEC inline void FindDir(const vtkm::Vec<Precision, 3>& dir,
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vtkm::Vec<Precision, 3>& s,
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vtkm::Vec<Int32, 3>& k) const
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{
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//Find max ray direction
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k[2] = 0;
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if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[1]))
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{
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if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[2]))
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k[2] = 0;
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else
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k[2] = 2;
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}
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else
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{
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if (vtkm::Abs(dir[1]) > vtkm::Abs(dir[2]))
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k[2] = 1;
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else
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k[2] = 2;
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}
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k[0] = k[2] + 1;
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if (k[0] == 3)
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k[0] = 0;
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k[1] = k[0] + 1;
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if (k[1] == 3)
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k[1] = 0;
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if (dir[k[2]] < 0.f)
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{
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vtkm::Int32 temp = k[1];
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k[1] = k[0];
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k[0] = temp;
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}
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s[0] = dir[k[0]] / dir[k[2]];
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s[1] = dir[k[1]] / dir[k[2]];
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s[2] = 1.f / dir[k[2]];
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}
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template <typename Precision>
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VTKM_EXEC_CONT inline void IntersectTri(const vtkm::Vec<Precision, 3>& a,
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const vtkm::Vec<Precision, 3>& b,
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const vtkm::Vec<Precision, 3>& c,
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const vtkm::Vec<Precision, 3>& dir,
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Precision& distance,
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Precision& u,
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Precision& v,
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const vtkm::Vec<Precision, 3>& origin) const
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{
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vtkm::Vec<Int32, 3> k;
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vtkm::Vec<Precision, 3> s;
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//Find max ray direction
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k[2] = 0;
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if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[1]))
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{
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if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[2]))
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k[2] = 0;
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else
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k[2] = 2;
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}
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else
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{
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if (vtkm::Abs(dir[1]) > vtkm::Abs(dir[2]))
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k[2] = 1;
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else
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k[2] = 2;
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}
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k[0] = k[2] + 1;
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if (k[0] == 3)
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k[0] = 0;
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k[1] = k[0] + 1;
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if (k[1] == 3)
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k[1] = 0;
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if (dir[k[2]] < 0.f)
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{
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vtkm::Int32 temp = k[1];
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k[1] = k[0];
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k[0] = temp;
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}
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s[0] = dir[k[0]] / dir[k[2]];
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s[1] = dir[k[1]] / dir[k[2]];
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s[2] = 1.f / dir[k[2]];
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vtkm::Vec<Precision, 3> A, B, C;
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A = a - origin;
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B = b - origin;
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C = c - origin;
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const Precision Ax = A[k[0]] - s[0] * A[k[2]];
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const Precision Ay = A[k[1]] - s[1] * A[k[2]];
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const Precision Bx = B[k[0]] - s[0] * B[k[2]];
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const Precision By = B[k[1]] - s[1] * B[k[2]];
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const Precision Cx = C[k[0]] - s[0] * C[k[2]];
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const Precision Cy = C[k[1]] - s[1] * C[k[2]];
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//scaled barycentric coords
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u = Cx * By - Cy * Bx;
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v = Ax * Cy - Ay * Cx;
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Precision w = Bx * Ay - By * Ax;
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if (u == 0.f || v == 0.f || w == 0.f)
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{
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vtkm::Float64 CxBy = vtkm::Float64(Cx) * vtkm::Float64(By);
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vtkm::Float64 CyBx = vtkm::Float64(Cy) * vtkm::Float64(Bx);
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u = vtkm::Float32(CxBy - CyBx);
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vtkm::Float64 AxCy = vtkm::Float64(Ax) * vtkm::Float64(Cy);
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vtkm::Float64 AyCx = vtkm::Float64(Ay) * vtkm::Float64(Cx);
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v = vtkm::Float32(AxCy - AyCx);
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vtkm::Float64 BxAy = vtkm::Float64(Bx) * vtkm::Float64(Ay);
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vtkm::Float64 ByAx = vtkm::Float64(By) * vtkm::Float64(Ax);
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w = vtkm::Float32(BxAy - ByAx);
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}
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Precision low = vtkm::Min(u, vtkm::Min(v, w));
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Precision high = vtkm::Max(u, vtkm::Max(v, w));
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bool invalid = (low < 0.) && (high > 0.);
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Precision det = u + v + w;
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if (det == 0.)
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invalid = true;
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const Precision Az = s[2] * A[k[2]];
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const Precision Bz = s[2] * B[k[2]];
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const Precision Cz = s[2] * C[k[2]];
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det = 1.f / det;
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u = u * det;
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v = v * det;
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distance = (u * Az + v * Bz + w * det * Cz);
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u = v;
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v = w * det;
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if (invalid)
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distance = -1.;
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}
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template <typename Precision>
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VTKM_EXEC inline void IntersectTriSn(const vtkm::Vec<Precision, 3>& a,
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const vtkm::Vec<Precision, 3>& b,
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const vtkm::Vec<Precision, 3>& c,
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const vtkm::Vec<Precision, 3>& s,
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const vtkm::Vec<Int32, 3>& k,
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Precision& distance,
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Precision& u,
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Precision& v,
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const vtkm::Vec<Precision, 3>& origin) const
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{
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vtkm::Vec<Precision, 3> A, B, C;
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A = a - origin;
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B = b - origin;
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C = c - origin;
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const Precision Ax = A[k[0]] - s[0] * A[k[2]];
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const Precision Ay = A[k[1]] - s[1] * A[k[2]];
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const Precision Bx = B[k[0]] - s[0] * B[k[2]];
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const Precision By = B[k[1]] - s[1] * B[k[2]];
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const Precision Cx = C[k[0]] - s[0] * C[k[2]];
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const Precision Cy = C[k[1]] - s[1] * C[k[2]];
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//scaled barycentric coords
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u = Cx * By - Cy * Bx;
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v = Ax * Cy - Ay * Cx;
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Precision w = Bx * Ay - By * Ax;
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if (u == 0.f || v == 0.f || w == 0.f)
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{
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vtkm::Float64 CxBy = vtkm::Float64(Cx) * vtkm::Float64(By);
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vtkm::Float64 CyBx = vtkm::Float64(Cy) * vtkm::Float64(Bx);
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u = vtkm::Float32(CxBy - CyBx);
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vtkm::Float64 AxCy = vtkm::Float64(Ax) * vtkm::Float64(Cy);
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vtkm::Float64 AyCx = vtkm::Float64(Ay) * vtkm::Float64(Cx);
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v = vtkm::Float32(AxCy - AyCx);
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vtkm::Float64 BxAy = vtkm::Float64(Bx) * vtkm::Float64(Ay);
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vtkm::Float64 ByAx = vtkm::Float64(By) * vtkm::Float64(Ax);
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w = vtkm::Float32(BxAy - ByAx);
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}
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Precision low = vtkm::Min(u, vtkm::Min(v, w));
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Precision high = vtkm::Max(u, vtkm::Max(v, w));
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bool invalid = (low < 0.) && (high > 0.);
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Precision det = u + v + w;
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if (det == 0.)
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invalid = true;
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const Precision Az = s[2] * A[k[2]];
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const Precision Bz = s[2] * B[k[2]];
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const Precision Cz = s[2] * C[k[2]];
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det = 1.f / det;
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u = u * det;
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v = v * det;
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distance = (u * Az + v * Bz + w * det * Cz);
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u = v;
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v = w * det;
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if (invalid)
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distance = -1.;
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}
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}; //WaterTight
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template <>
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VTKM_EXEC inline void WaterTight::IntersectTri<vtkm::Float64>(const vtkm::Vec3f_64& a,
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const vtkm::Vec3f_64& b,
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const vtkm::Vec3f_64& c,
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const vtkm::Vec3f_64& dir,
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vtkm::Float64& distance,
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vtkm::Float64& u,
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vtkm::Float64& v,
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const vtkm::Vec3f_64& origin) const
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{
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//Find max ray direction
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int kz = 0;
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if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[1]))
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{
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if (vtkm::Abs(dir[0]) > vtkm::Abs(dir[2]))
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kz = 0;
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else
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kz = 2;
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}
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else
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{
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if (vtkm::Abs(dir[1]) > vtkm::Abs(dir[2]))
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kz = 1;
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else
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kz = 2;
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}
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vtkm::Int32 kx = kz + 1;
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if (kx == 3)
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kx = 0;
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vtkm::Int32 ky = kx + 1;
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if (ky == 3)
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ky = 0;
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if (dir[kz] < 0.f)
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{
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vtkm::Int32 temp = ky;
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ky = kx;
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kx = temp;
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}
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vtkm::Float64 Sx = dir[kx] / dir[kz];
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vtkm::Float64 Sy = dir[ky] / dir[kz];
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vtkm::Float64 Sz = 1. / dir[kz];
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vtkm::Vec3f_64 A, B, C;
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A = a - origin;
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B = b - origin;
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C = c - origin;
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const vtkm::Float64 Ax = A[kx] - Sx * A[kz];
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const vtkm::Float64 Ay = A[ky] - Sy * A[kz];
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const vtkm::Float64 Bx = B[kx] - Sx * B[kz];
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const vtkm::Float64 By = B[ky] - Sy * B[kz];
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const vtkm::Float64 Cx = C[kx] - Sx * C[kz];
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const vtkm::Float64 Cy = C[ky] - Sy * C[kz];
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//scaled barycentric coords
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u = Cx * By - Cy * Bx;
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v = Ax * Cy - Ay * Cx;
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vtkm::Float64 w = Bx * Ay - By * Ax;
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vtkm::Float64 low = vtkm::Min(u, vtkm::Min(v, w));
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vtkm::Float64 high = vtkm::Max(u, vtkm::Max(v, w));
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bool invalid = (low < 0.) && (high > 0.);
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vtkm::Float64 det = u + v + w;
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if (det == 0.)
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invalid = true;
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const vtkm::Float64 Az = Sz * A[kz];
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const vtkm::Float64 Bz = Sz * B[kz];
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const vtkm::Float64 Cz = Sz * C[kz];
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det = 1. / det;
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u = u * det;
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v = v * det;
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distance = (u * Az + v * Bz + w * det * Cz);
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u = v;
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v = w * det;
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if (invalid)
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distance = -1.;
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}
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}
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}
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} //namespace vtkm::rendering::raytracing
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#endif //vtk_m_rendering_raytracing_TriagnleIntersections_h
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