Cycles: Move intersection math to own header file
There are following benefits: - Modifying intersection algorithm will not cause so much re-compilation. - It works around header dependency hell and allows us to use vectorization types much easier in there.
This commit is contained in:
@@ -196,6 +196,7 @@ set(SRC_UTIL_HEADERS
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../util/util_hash.h
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../util/util_math.h
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../util/util_math_fast.h
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../util/util_math_intersect.h
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../util/util_static_assert.h
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../util/util_transform.h
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../util/util_texture.h
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@@ -20,6 +20,7 @@
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#include "util_color.h"
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#include "util_math.h"
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#include "util_math_fast.h"
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#include "util_math_intersect.h"
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#include "util_texture.h"
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#include "util_transform.h"
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@@ -52,6 +52,7 @@ set(SRC_HEADERS
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util_math.h
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util_math_cdf.h
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util_math_fast.h
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util_math_intersect.h
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util_md5.h
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util_opengl.h
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util_optimization.h
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@@ -1451,140 +1451,6 @@ ccl_device_inline float beta(float x, float y)
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#endif
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}
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/* Ray Intersection */
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ccl_device bool ray_sphere_intersect(
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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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{
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float3 d = sphere_P - ray_P;
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float radiussq = sphere_radius*sphere_radius;
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float tsq = dot(d, d);
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if(tsq > radiussq) { /* ray origin outside sphere */
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float tp = dot(d, ray_D);
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if(tp < 0.0f) /* dir points away from sphere */
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return false;
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float dsq = tsq - tp*tp; /* pythagoras */
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if(dsq > radiussq) /* closest point on ray outside sphere */
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return false;
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float t = tp - sqrtf(radiussq - dsq); /* pythagoras */
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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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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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float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
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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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/* compute t to intersection point */
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float t = -disk_t/div;
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if(t < 0.0f || t > ray_t)
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return false;
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/* test if within radius */
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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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*isect_P = P;
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*isect_t = t;
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return true;
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}
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ccl_device_inline bool ray_triangle_intersect_uv(
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float3 ray_P, float3 ray_D, float ray_t,
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float3 v0, float3 v1, float3 v2,
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float *isect_u, float *isect_v, float *isect_t)
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{
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/* Calculate intersection */
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float3 e1 = v1 - v0;
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float3 e2 = v2 - v0;
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float3 s1 = cross(ray_D, e2);
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const float divisor = dot(s1, e1);
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if(UNLIKELY(divisor == 0.0f))
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return false;
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const float invdivisor = 1.0f/divisor;
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/* compute first barycentric coordinate */
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const float3 d = ray_P - v0;
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const float u = dot(d, s1)*invdivisor;
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if(u < 0.0f)
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return false;
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/* Compute second barycentric coordinate */
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const float3 s2 = cross(d, e1);
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const float v = dot(ray_D, s2)*invdivisor;
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if(v < 0.0f)
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return false;
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const float b0 = 1.0f - u - v;
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if(b0 < 0.0f)
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return false;
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/* compute t to intersection point */
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const float t = dot(e2, s2)*invdivisor;
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if(t < 0.0f || t > ray_t)
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return false;
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*isect_u = u;
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*isect_v = v;
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*isect_t = t;
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return true;
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}
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ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D, float ray_mint, float ray_maxt,
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float3 quad_P, float3 quad_u, float3 quad_v, float3 quad_n,
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float3 *isect_P, float *isect_t, float *isect_u, float *isect_v)
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{
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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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if(t < ray_mint || t > ray_maxt)
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return false;
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float3 hit = ray_P + t*ray_D;
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float3 inplane = hit - quad_P;
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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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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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if(isect_P) *isect_P = hit;
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if(isect_t) *isect_t = t;
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if(isect_u) *isect_u = u;
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if(isect_v) *isect_v = v;
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return true;
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}
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/* projections */
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ccl_device_inline float2 map_to_tube(const float3 co)
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{
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@@ -1647,4 +1513,3 @@ ccl_device_inline int util_max_axis(float3 vec)
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CCL_NAMESPACE_END
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#endif /* __UTIL_MATH_H__ */
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158
intern/cycles/util/util_math_intersect.h
Normal file
158
intern/cycles/util/util_math_intersect.h
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@@ -0,0 +1,158 @@
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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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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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{
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float3 d = sphere_P - ray_P;
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float radiussq = sphere_radius*sphere_radius;
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float tsq = dot(d, d);
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if(tsq > radiussq) { /* ray origin outside sphere */
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float tp = dot(d, ray_D);
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if(tp < 0.0f) /* dir points away from sphere */
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return false;
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float dsq = tsq - tp*tp; /* pythagoras */
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if(dsq > radiussq) /* closest point on ray outside sphere */
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return false;
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float t = tp - sqrtf(radiussq - dsq); /* pythagoras */
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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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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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float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
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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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/* compute t to intersection point */
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float t = -disk_t/div;
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if(t < 0.0f || t > ray_t)
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return false;
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/* test if within radius */
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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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*isect_P = P;
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*isect_t = t;
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return true;
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}
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ccl_device_inline bool ray_triangle_intersect_uv(
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float3 ray_P, float3 ray_D, float ray_t,
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float3 v0, float3 v1, float3 v2,
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float *isect_u, float *isect_v, float *isect_t)
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{
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/* Calculate intersection */
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float3 e1 = v1 - v0;
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float3 e2 = v2 - v0;
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float3 s1 = cross(ray_D, e2);
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const float divisor = dot(s1, e1);
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if(UNLIKELY(divisor == 0.0f))
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return false;
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const float invdivisor = 1.0f/divisor;
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/* compute first barycentric coordinate */
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const float3 d = ray_P - v0;
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const float u = dot(d, s1)*invdivisor;
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if(u < 0.0f)
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return false;
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/* Compute second barycentric coordinate */
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const float3 s2 = cross(d, e1);
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const float v = dot(ray_D, s2)*invdivisor;
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if(v < 0.0f)
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return false;
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const float b0 = 1.0f - u - v;
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if(b0 < 0.0f)
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return false;
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/* compute t to intersection point */
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const float t = dot(e2, s2)*invdivisor;
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if(t < 0.0f || t > ray_t)
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return false;
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*isect_u = u;
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*isect_v = v;
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*isect_t = t;
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return true;
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}
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ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D, float ray_mint, float ray_maxt,
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float3 quad_P, float3 quad_u, float3 quad_v, float3 quad_n,
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float3 *isect_P, float *isect_t, float *isect_u, float *isect_v)
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{
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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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if(t < ray_mint || t > ray_maxt)
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return false;
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float3 hit = ray_P + t*ray_D;
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float3 inplane = hit - quad_P;
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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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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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if(isect_P) *isect_P = hit;
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if(isect_t) *isect_t = t;
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if(isect_u) *isect_u = u;
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if(isect_v) *isect_v = v;
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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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