2017-03-23 11:47:27 +00:00
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/*
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* Copyright 2011-2017 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __UTIL_MATH_INTERSECT_H__
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#define __UTIL_MATH_INTERSECT_H__
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CCL_NAMESPACE_BEGIN
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/* Ray Intersection */
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ccl_device bool ray_sphere_intersect(
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2017-03-23 11:53:45 +00:00
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float3 ray_P, float3 ray_D, float ray_t,
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float3 sphere_P, float sphere_radius,
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float3 *isect_P, float *isect_t)
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2017-03-23 11:47:27 +00:00
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{
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2017-03-23 11:53:45 +00:00
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const float3 d = sphere_P - ray_P;
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const float radiussq = sphere_radius*sphere_radius;
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const float tsq = dot(d, d);
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if(tsq > radiussq) {
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/* Ray origin outside sphere. */
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const float tp = dot(d, ray_D);
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if(tp < 0.0f) {
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/* Ray points away from sphere. */
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2017-03-23 11:47:27 +00:00
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return false;
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2017-03-23 11:53:45 +00:00
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}
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const float dsq = tsq - tp*tp; /* pythagoras */
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if(dsq > radiussq) {
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/* Closest point on ray outside sphere. */
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2017-03-23 11:47:27 +00:00
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return false;
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2017-03-23 11:53:45 +00:00
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}
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const float t = tp - sqrtf(radiussq - dsq); /* pythagoras */
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2017-03-23 11:47:27 +00:00
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if(t < ray_t) {
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*isect_t = t;
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*isect_P = ray_P + ray_D*t;
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return true;
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}
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}
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return false;
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}
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ccl_device bool ray_aligned_disk_intersect(
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2017-03-23 11:53:45 +00:00
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float3 ray_P, float3 ray_D, float ray_t,
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float3 disk_P, float disk_radius,
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float3 *isect_P, float *isect_t)
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{
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/* Aligned disk normal. */
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float disk_t;
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const float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
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const float div = dot(ray_D, disk_N);
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if(UNLIKELY(div == 0.0f)) {
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return false;
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}
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/* Compute t to intersection point. */
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const float t = -disk_t/div;
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if(t < 0.0f || t > ray_t) {
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2017-03-23 11:47:27 +00:00
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return false;
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2017-03-23 11:53:45 +00:00
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}
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/* Test if within radius. */
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2017-03-23 11:47:27 +00:00
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float3 P = ray_P + ray_D*t;
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if(len_squared(P - disk_P) > disk_radius*disk_radius) {
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return false;
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}
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*isect_P = P;
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*isect_t = t;
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return true;
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}
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2017-03-29 09:49:50 +00:00
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#if defined(__KERNEL_CUDA__) && __CUDA_ARCH__ < 300
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ccl_device_inline
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#else
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ccl_device_forceinline
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#endif
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bool ray_triangle_intersect(
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2017-03-27 15:06:37 +00:00
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float3 ray_P, float3 ray_dir, float ray_t,
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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2017-03-23 12:30:18 +00:00
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const ssef *ssef_verts,
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#else
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2017-03-23 16:15:54 +00:00
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const float3 tri_a, const float3 tri_b, const float3 tri_c,
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#endif
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float *isect_u, float *isect_v, float *isect_t)
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{
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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typedef ssef float3;
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const float3 tri_a(ssef_verts[0]);
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const float3 tri_b(ssef_verts[1]);
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const float3 tri_c(ssef_verts[2]);
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const float3 P(ray_P);
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const float3 dir(ray_dir);
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#else
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# define dot3(a, b) dot(a, b)
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const float3 P = ray_P;
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const float3 dir = ray_dir;
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#endif
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/* Calculate vertices relative to ray origin. */
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const float3 v0 = tri_c - P;
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const float3 v1 = tri_a - P;
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const float3 v2 = tri_b - P;
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/* Calculate triangle edges. */
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const float3 e0 = v2 - v0;
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const float3 e1 = v0 - v1;
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const float3 e2 = v1 - v2;
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/* Perform edge tests. */
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#ifdef __KERNEL_SSE2__
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const float3 crossU = cross(v2 + v0, e0);
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const float3 crossV = cross(v0 + v1, e1);
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const float3 crossW = cross(v1 + v2, e2);
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# ifndef __KERNEL_SSE__
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const ssef crossX(crossU.x, crossV.x, crossW.x, crossW.x);
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const ssef crossY(crossU.y, crossV.y, crossW.y, crossW.y);
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const ssef crossZ(crossU.z, crossV.z, crossW.z, crossW.z);
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# else
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ssef crossX(crossU);
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ssef crossY(crossV);
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ssef crossZ(crossW);
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ssef zero = _mm_setzero_ps();
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_MM_TRANSPOSE4_PS(crossX, crossY, crossZ, zero);
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# endif
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const ssef dirX(ray_dir.x);
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const ssef dirY(ray_dir.y);
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const ssef dirZ(ray_dir.z);
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/*const*/ ssef UVWW = crossX*dirX + crossY*dirY + crossZ*dirZ;
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const float minUVW = reduce_min(UVWW);
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const float maxUVW = reduce_max(UVWW);
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#else /* __KERNEL_SSE2__ */
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const float U = dot(cross(v2 + v0, e0), ray_dir);
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const float V = dot(cross(v0 + v1, e1), ray_dir);
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const float W = dot(cross(v1 + v2, e2), ray_dir);
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const float minUVW = min(U, min(V, W));
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const float maxUVW = max(U, max(V, W));
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#endif /* __KERNEL_SSE2__ */
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if(minUVW < 0.0f && maxUVW > 0.0f) {
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return false;
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}
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2017-03-27 15:06:37 +00:00
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/* Calculate geometry normal and denominator. */
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const float3 Ng1 = cross(e1, e0);
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//const Vec3vfM Ng1 = stable_triangle_normal(e2,e1,e0);
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const float3 Ng = Ng1 + Ng1;
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const float den = dot3(Ng, dir);
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/* Avoid division by 0. */
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if(UNLIKELY(den == 0.0f)) {
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return false;
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}
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2017-03-27 15:06:37 +00:00
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/* Perform depth test. */
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const float T = dot3(v0, Ng);
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const int sign_den = (__float_as_int(den) & 0x80000000);
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const float sign_T = xor_signmask(T, sign_den);
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if((sign_T < 0.0f) ||
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(sign_T > ray_t * xor_signmask(den, sign_den)))
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{
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return false;
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}
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2017-03-27 15:06:37 +00:00
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const float inv_den = 1.0f / den;
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#ifdef __KERNEL_SSE2__
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UVWW *= inv_den;
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_mm_store_ss(isect_u, UVWW);
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_mm_store_ss(isect_v, shuffle<1,1,3,3>(UVWW));
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#else
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*isect_u = U * inv_den;
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*isect_v = V * inv_den;
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2017-03-23 12:30:18 +00:00
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#endif
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*isect_t = T * inv_den;
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2017-03-23 12:30:18 +00:00
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return true;
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2017-03-27 15:06:37 +00:00
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#undef dot3
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}
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2017-03-23 12:01:42 +00:00
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2017-03-23 11:53:45 +00:00
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ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D,
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float ray_mint, float ray_maxt,
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float3 quad_P,
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float3 quad_u, float3 quad_v, float3 quad_n,
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float3 *isect_P, float *isect_t,
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float *isect_u, float *isect_v)
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2017-03-23 11:47:27 +00:00
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{
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2017-03-23 11:53:45 +00:00
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/* Perform intersection test. */
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float t = -(dot(ray_P, quad_n) - dot(quad_P, quad_n)) / dot(ray_D, quad_n);
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2017-03-23 11:53:45 +00:00
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if(t < ray_mint || t > ray_maxt) {
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return false;
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2017-03-23 11:53:45 +00:00
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}
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const float3 hit = ray_P + t*ray_D;
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const float3 inplane = hit - quad_P;
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const float u = dot(inplane, quad_u) / dot(quad_u, quad_u) + 0.5f;
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if(u < 0.0f || u > 1.0f) {
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return false;
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}
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const float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f;
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if(v < 0.0f || v > 1.0f) {
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return false;
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}
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/* Store the result. */
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/* TODO(sergey): Check whether we can avoid some checks here. */
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if(isect_P != NULL) *isect_P = hit;
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if(isect_t != NULL) *isect_t = t;
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if(isect_u != NULL) *isect_u = u;
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if(isect_v != NULL) *isect_v = v;
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2017-03-23 11:47:27 +00:00
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return true;
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}
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CCL_NAMESPACE_END
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#endif /* __UTIL_MATH_INTERSECT_H__ */
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