forked from bartvdbraak/blender
Cycles: Cleanup, split one gigantic function into two smaller ones
This commit is contained in:
parent
094d916c60
commit
a1c21e0b50
@ -112,104 +112,214 @@ BVHBuild::~BVHBuild()
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/* Adding References */
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void BVHBuild::add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i)
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void BVHBuild::add_reference_triangles(BoundBox& root, BoundBox& center, Mesh *mesh, int i)
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{
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if(params.primitive_mask & PRIMITIVE_ALL_TRIANGLE) {
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Attribute *attr_mP = NULL;
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if(mesh->has_motion_blur())
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attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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const size_t num_triangles = mesh->num_triangles();
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for(uint j = 0; j < num_triangles; j++) {
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Mesh::Triangle t = mesh->get_triangle(j);
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const float3 *verts = &mesh->verts[0];
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if(attr_mP == NULL) {
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BoundBox bounds = BoundBox::empty;
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t.bounds_grow(verts, bounds);
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if(bounds.valid()) {
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references.push_back(BVHReference(bounds,
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j,
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i,
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PRIMITIVE_TRIANGLE));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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Attribute *attr_mP = NULL;
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if(mesh->has_motion_blur()) {
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attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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}
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const size_t num_triangles = mesh->num_triangles();
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for(uint j = 0; j < num_triangles; j++) {
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Mesh::Triangle t = mesh->get_triangle(j);
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const float3 *verts = &mesh->verts[0];
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if(attr_mP == NULL) {
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BoundBox bounds = BoundBox::empty;
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t.bounds_grow(verts, bounds);
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if(bounds.valid()) {
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references.push_back(BVHReference(bounds,
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j,
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i,
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PRIMITIVE_TRIANGLE));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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else if(params.num_motion_triangle_steps == 0 || params.use_spatial_split) {
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/* Motion triangles, simple case: single node for the whole
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* primitive. Lowest memory footprint and faster BVH build but
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* least optimal ray-tracing.
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*/
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/* TODO(sergey): Support motion steps for spatially split BVH. */
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const size_t num_verts = mesh->verts.size();
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const size_t num_steps = mesh->motion_steps;
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const float3 *vert_steps = attr_mP->data_float3();
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BoundBox bounds = BoundBox::empty;
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t.bounds_grow(verts, bounds);
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for(size_t step = 0; step < num_steps - 1; step++) {
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t.bounds_grow(vert_steps + step*num_verts, bounds);
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}
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}
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else if(params.num_motion_triangle_steps == 0 || params.use_spatial_split) {
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/* Motion triangles, simple case: single node for the whole
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* primitive. Lowest memory footprint and faster BVH build but
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* least optimal ray-tracing.
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*/
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/* TODO(sergey): Support motion steps for spatially split BVH. */
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const size_t num_verts = mesh->verts.size();
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const size_t num_steps = mesh->motion_steps;
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const float3 *vert_steps = attr_mP->data_float3();
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BoundBox bounds = BoundBox::empty;
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t.bounds_grow(verts, bounds);
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for(size_t step = 0; step < num_steps - 1; step++) {
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t.bounds_grow(vert_steps + step*num_verts, bounds);
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}
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if(bounds.valid()) {
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references.push_back(
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BVHReference(bounds,
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j,
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i,
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PRIMITIVE_MOTION_TRIANGLE));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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}
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else {
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/* Motion triangles, trace optimized case: we split triangle
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* primitives into separate nodes for each of the time steps.
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* This way we minimize overlap of neighbor curve primitives.
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*/
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const int num_bvh_steps = params.num_motion_curve_steps * 2 + 1;
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const float num_bvh_steps_inv_1 = 1.0f / (num_bvh_steps - 1);
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const size_t num_verts = mesh->verts.size();
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const size_t num_steps = mesh->motion_steps;
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const float3 *vert_steps = attr_mP->data_float3();
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/* Calculate bounding box of the previous time step.
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* Will be reused later to avoid duplicated work on
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* calculating BVH time step boundbox.
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*/
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float3 prev_verts[3];
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t.motion_verts(verts,
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vert_steps,
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num_verts,
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num_steps,
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0.0f,
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prev_verts);
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BoundBox prev_bounds = BoundBox::empty;
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prev_bounds.grow(prev_verts[0]);
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prev_bounds.grow(prev_verts[1]);
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prev_bounds.grow(prev_verts[2]);
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/* Create all primitive time steps, */
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for(int bvh_step = 1; bvh_step < num_bvh_steps; ++bvh_step) {
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const float curr_time = (float)(bvh_step) * num_bvh_steps_inv_1;
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float3 curr_verts[3];
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t.motion_verts(verts,
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vert_steps,
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num_verts,
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num_steps,
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curr_time,
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curr_verts);
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BoundBox curr_bounds = BoundBox::empty;
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curr_bounds.grow(curr_verts[0]);
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curr_bounds.grow(curr_verts[1]);
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curr_bounds.grow(curr_verts[2]);
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BoundBox bounds = prev_bounds;
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bounds.grow(curr_bounds);
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if(bounds.valid()) {
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const float prev_time = (float)(bvh_step - 1) * num_bvh_steps_inv_1;
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references.push_back(
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BVHReference(bounds,
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j,
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i,
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PRIMITIVE_MOTION_TRIANGLE));
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PRIMITIVE_MOTION_TRIANGLE,
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prev_time,
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curr_time));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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/* Current time boundbox becomes previous one for the
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* next time step.
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*/
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prev_bounds = curr_bounds;
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}
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}
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}
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}
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void BVHBuild::add_reference_curves(BoundBox& root, BoundBox& center, Mesh *mesh, int i)
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{
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Attribute *curve_attr_mP = NULL;
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if(mesh->has_motion_blur()) {
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curve_attr_mP = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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}
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size_t num_curves = mesh->num_curves();
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for(uint j = 0; j < num_curves; j++) {
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const Mesh::Curve curve = mesh->get_curve(j);
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const float *curve_radius = &mesh->curve_radius[0];
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for(int k = 0; k < curve.num_keys - 1; k++) {
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if(curve_attr_mP == NULL) {
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/* Really simple logic for static hair. */
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BoundBox bounds = BoundBox::empty;
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curve.bounds_grow(k, &mesh->curve_keys[0], curve_radius, bounds);
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if(bounds.valid()) {
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int packed_type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_CURVE, k);
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references.push_back(BVHReference(bounds, j, i, packed_type));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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}
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else if(params.num_motion_curve_steps == 0 || params.use_spatial_split) {
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/* Simple case of motion curves: single node for the while
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* shutter time. Lowest memory usage but less optimal
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* rendering.
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*/
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/* TODO(sergey): Support motion steps for spatially split BVH. */
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BoundBox bounds = BoundBox::empty;
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curve.bounds_grow(k, &mesh->curve_keys[0], curve_radius, bounds);
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const size_t num_keys = mesh->curve_keys.size();
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const size_t num_steps = mesh->motion_steps;
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const float3 *key_steps = curve_attr_mP->data_float3();
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for(size_t step = 0; step < num_steps - 1; step++) {
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curve.bounds_grow(k,
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key_steps + step*num_keys,
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curve_radius,
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bounds);
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}
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if(bounds.valid()) {
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int packed_type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_MOTION_CURVE, k);
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references.push_back(BVHReference(bounds,
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j,
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i,
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packed_type));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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}
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else {
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/* Motion triangles, trace optimized case: we split triangle
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/* Motion curves, trace optimized case: we split curve keys
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* primitives into separate nodes for each of the time steps.
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* This way we minimize overlap of neighbor curve primitives.
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*/
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const int num_bvh_steps = params.num_motion_curve_steps * 2 + 1;
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const float num_bvh_steps_inv_1 = 1.0f / (num_bvh_steps - 1);
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const size_t num_verts = mesh->verts.size();
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const size_t num_steps = mesh->motion_steps;
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const float3 *vert_steps = attr_mP->data_float3();
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const float3 *curve_keys = &mesh->curve_keys[0];
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const float3 *key_steps = curve_attr_mP->data_float3();
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const size_t num_keys = mesh->curve_keys.size();
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/* Calculate bounding box of the previous time step.
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* Will be reused later to avoid duplicated work on
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* calculating BVH time step boundbox.
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*/
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float3 prev_verts[3];
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t.motion_verts(verts,
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vert_steps,
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num_verts,
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num_steps,
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0.0f,
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prev_verts);
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float4 prev_keys[4];
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curve.cardinal_motion_keys(curve_keys,
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curve_radius,
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key_steps,
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num_keys,
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num_steps,
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0.0f,
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k - 1, k, k + 1, k + 2,
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prev_keys);
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BoundBox prev_bounds = BoundBox::empty;
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prev_bounds.grow(prev_verts[0]);
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prev_bounds.grow(prev_verts[1]);
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prev_bounds.grow(prev_verts[2]);
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curve.bounds_grow(prev_keys, prev_bounds);
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/* Create all primitive time steps, */
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for(int bvh_step = 1; bvh_step < num_bvh_steps; ++bvh_step) {
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const float curr_time = (float)(bvh_step) * num_bvh_steps_inv_1;
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float3 curr_verts[3];
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t.motion_verts(verts,
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vert_steps,
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num_verts,
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num_steps,
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curr_time,
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curr_verts);
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float4 curr_keys[4];
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curve.cardinal_motion_keys(curve_keys,
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curve_radius,
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key_steps,
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num_keys,
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num_steps,
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curr_time,
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k - 1, k, k + 1, k + 2,
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curr_keys);
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BoundBox curr_bounds = BoundBox::empty;
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curr_bounds.grow(curr_verts[0]);
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curr_bounds.grow(curr_verts[1]);
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curr_bounds.grow(curr_verts[2]);
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curve.bounds_grow(curr_keys, curr_bounds);
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BoundBox bounds = prev_bounds;
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bounds.grow(curr_bounds);
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if(bounds.valid()) {
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const float prev_time = (float)(bvh_step - 1) * num_bvh_steps_inv_1;
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references.push_back(
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BVHReference(bounds,
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j,
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i,
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PRIMITIVE_MOTION_TRIANGLE,
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prev_time,
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curr_time));
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int packed_type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_MOTION_CURVE, k);
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references.push_back(BVHReference(bounds,
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j,
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i,
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packed_type,
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prev_time,
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curr_time));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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@ -221,118 +331,15 @@ void BVHBuild::add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh,
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}
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}
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}
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}
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void BVHBuild::add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i)
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{
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if(params.primitive_mask & PRIMITIVE_ALL_TRIANGLE) {
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add_reference_triangles(root, center, mesh, i);
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}
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if(params.primitive_mask & PRIMITIVE_ALL_CURVE) {
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Attribute *curve_attr_mP = NULL;
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if(mesh->has_motion_blur())
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curve_attr_mP = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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size_t num_curves = mesh->num_curves();
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for(uint j = 0; j < num_curves; j++) {
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const Mesh::Curve curve = mesh->get_curve(j);
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const float *curve_radius = &mesh->curve_radius[0];
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for(int k = 0; k < curve.num_keys - 1; k++) {
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if(curve_attr_mP == NULL) {
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/* Really simple logic for static hair. */
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BoundBox bounds = BoundBox::empty;
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curve.bounds_grow(k, &mesh->curve_keys[0], curve_radius, bounds);
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if(bounds.valid()) {
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int packed_type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_CURVE, k);
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references.push_back(BVHReference(bounds, j, i, packed_type));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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}
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else if(params.num_motion_curve_steps == 0 || params.use_spatial_split) {
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/* Simple case of motion curves: single node for the while
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* shutter time. Lowest memory usage but less optimal
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* rendering.
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*/
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/* TODO(sergey): Support motion steps for spatially split BVH. */
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BoundBox bounds = BoundBox::empty;
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curve.bounds_grow(k, &mesh->curve_keys[0], curve_radius, bounds);
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const size_t num_keys = mesh->curve_keys.size();
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const size_t num_steps = mesh->motion_steps;
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const float3 *key_steps = curve_attr_mP->data_float3();
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for(size_t step = 0; step < num_steps - 1; step++) {
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curve.bounds_grow(k,
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key_steps + step*num_keys,
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curve_radius,
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bounds);
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}
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if(bounds.valid()) {
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int packed_type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_MOTION_CURVE, k);
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references.push_back(BVHReference(bounds,
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j,
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i,
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packed_type));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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}
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else {
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/* Motion curves, trace optimized case: we split curve keys
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* primitives into separate nodes for each of the time steps.
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* This way we minimize overlap of neighbor curve primitives.
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*/
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const int num_bvh_steps = params.num_motion_curve_steps * 2 + 1;
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const float num_bvh_steps_inv_1 = 1.0f / (num_bvh_steps - 1);
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const size_t num_steps = mesh->motion_steps;
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const float3 *curve_keys = &mesh->curve_keys[0];
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const float3 *key_steps = curve_attr_mP->data_float3();
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const size_t num_keys = mesh->curve_keys.size();
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/* Calculate bounding box of the previous time step.
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* Will be reused later to avoid duplicated work on
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* calculating BVH time step boundbox.
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*/
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float4 prev_keys[4];
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curve.cardinal_motion_keys(curve_keys,
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curve_radius,
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key_steps,
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num_keys,
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num_steps,
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0.0f,
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k - 1, k, k + 1, k + 2,
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prev_keys);
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BoundBox prev_bounds = BoundBox::empty;
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curve.bounds_grow(prev_keys, prev_bounds);
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/* Create all primitive time steps, */
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for(int bvh_step = 1; bvh_step < num_bvh_steps; ++bvh_step) {
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const float curr_time = (float)(bvh_step) * num_bvh_steps_inv_1;
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float4 curr_keys[4];
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curve.cardinal_motion_keys(curve_keys,
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curve_radius,
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key_steps,
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num_keys,
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num_steps,
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curr_time,
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k - 1, k, k + 1, k + 2,
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curr_keys);
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BoundBox curr_bounds = BoundBox::empty;
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curve.bounds_grow(curr_keys, curr_bounds);
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BoundBox bounds = prev_bounds;
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bounds.grow(curr_bounds);
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if(bounds.valid()) {
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const float prev_time = (float)(bvh_step - 1) * num_bvh_steps_inv_1;
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int packed_type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_MOTION_CURVE, k);
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references.push_back(BVHReference(bounds,
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j,
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i,
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packed_type,
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prev_time,
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curr_time));
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root.grow(bounds);
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center.grow(bounds.center2());
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}
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/* Current time boundbox becomes previous one for the
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* next time step.
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*/
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prev_bounds = curr_bounds;
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}
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}
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}
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}
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add_reference_curves(root, center, mesh, i);
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}
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}
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@ -63,6 +63,8 @@ protected:
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friend class BVHObjectBinning;
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/* Adding references. */
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void add_reference_triangles(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
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void add_reference_curves(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
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void add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
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void add_reference_object(BoundBox& root, BoundBox& center, Object *ob, int i);
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void add_references(BVHRange& root);
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