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Searched refs:Vec3vf (Results 1 – 25 of 48) sorted by relevance

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/dports/graphics/embree/embree-3.13.2/kernels/geometry/
H A Dtrianglev_mb_intersector.h25 const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); in intersect()
26 const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); in intersect()
27 const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); in intersect()
36 const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); in occluded()
37 const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); in occluded()
38 const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); in occluded()
94 const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); in intersect()
95 const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); in intersect()
96 const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); in intersect()
105 const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); in occluded()
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H A Dtriangle_intersector_moeller.h58 Vec3vf<M> vNg;
80 const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org); in intersect()
81 const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir); in intersect()
82 const Vec3vf<M> C = Vec3vf<M>(tri_v0) - O; in intersect()
146 const Vec3vf<M> e1 = v0-v1; in intersect()
147 const Vec3vf<M> e2 = v2-v0; in intersect()
160 const Vec3vf<M> e1 = v0-v1; in intersect()
161 const Vec3vf<M> e2 = v2-v0; in intersect()
232 Vec3vf<K> vNg = Ng; in operator()
241 const Vec3vf<K> Ng;
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H A Dtriangle_intersector_pluecker.h58 Vec3vf<M> vNg;
80 const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org); in intersect()
81 const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir); in intersect()
87 const Vec3vf<M> e0 = v2-v0; in intersect()
88 const Vec3vf<M> e1 = v0-v1; in intersect()
89 const Vec3vf<M> e2 = v1-v2; in intersect()
224 Vec3vf<K> vNg = Ng; in operator()
232 const Vec3vf<K> Ng;
246 const Vec3vf<K>& tri_v0, in intersectK()
247 const Vec3vf<K>& tri_v1, in intersectK()
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H A Dtriangle_intersector_woop.h50 Vec3vf<M> vNg;
57 Vec3vf<M> org;
97 const Vec3vf<M> org = Vec3vf<M>(pre.org.x,pre.org.y,pre.org.z); in intersect()
98 const Vec3vf<M> A = Vec3vf<M>(tri_v0[pre.kx],tri_v0[pre.ky],tri_v0[pre.kz]) - org; in intersect()
99 const Vec3vf<M> B = Vec3vf<M>(tri_v1[pre.kx],tri_v1[pre.ky],tri_v1[pre.kz]) - org; in intersect()
100 const Vec3vf<M> C = Vec3vf<M>(tri_v2[pre.kx],tri_v2[pre.ky],tri_v2[pre.kz]) - org; in intersect()
211 const Vec3vf<K> Ng;
312 typedef Vec3vf<M> Vec3vfM;
397 const Vec3vf<M> e1 = v0-v1;
398 const Vec3vf<M> e2 = v2-v0;
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H A Dquad_intersector.h30 const Vec3vf<N> O = Vec3vf<N>(ray_org); in intersect_quad_backface_culling()
31 const Vec3vf<N> D = Vec3vf<N>(ray_dir); in intersect_quad_backface_culling()
32 const Vec3vf<N> va = quad_v0-O; in intersect_quad_backface_culling()
33 const Vec3vf<N> vb = quad_v1-O; in intersect_quad_backface_culling()
34 const Vec3vf<N> vc = quad_v2-O; in intersect_quad_backface_culling()
35 const Vec3vf<N> vd = quad_v3-O; in intersect_quad_backface_culling()
37 const Vec3vf<N> edb = vb-vd; in intersect_quad_backface_culling()
39 const Vec3vf<N> v0 = select(WW <= 0.0f,va,vc); in intersect_quad_backface_culling()
44 const Vec3vf<N> e0 = v2-v0; in intersect_quad_backface_culling()
45 const Vec3vf<N> e1 = v0-v1; in intersect_quad_backface_culling()
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H A Dquad_intersector_pluecker.h67 Vec3vf<M> tri_Ng;
74 Vec3vf<M> vNg;
111 const Vec3vf<K> tri_Ng;
125 const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org); in intersect()
126 const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir); in intersect()
132 const Vec3vf<M> e0 = v2-v0; in intersect()
133 const Vec3vf<M> e1 = v0-v1; in intersect()
175 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, in intersect()
184 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, in occluded()
378 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3,
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H A Ddisc_intersector.h43 Vec3vf<M> vNg;
68 const Vec3vf<M> center = v0.xyz(); in intersect()
71 const Vec3vf<M> c0 = center - ray_org; in intersect()
105 const Vec3vf<M> center = v0.xyz(); in intersect()
113 vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor; in intersect()
119 Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t; in intersect()
152 const Vec3vf<M> center = v0.xyz(); in intersect()
155 const Vec3vf<M> c0 = center - ray_org; in intersect()
191 const Vec3vf<M> center = v0.xyz(); in intersect()
199 vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor; in intersect()
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H A Dquad_intersector_moeller.h62 Vec3vf<M> tri_Ng;
69 Vec3vf<M> vNg;
106 const Vec3vf<K> tri_Ng;
126 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, in intersect()
148 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, in occluded()
256 const Vec3vf<M> C = Vec3vf<M>(tri_v0) - O;
257 const Vec3vf<M> R = cross(C,D);
293 const Vec3vf<M> e1 = v0-v1;
294 const Vec3vf<M> e2 = v2-v0;
398 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3,
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H A Dsphere_intersector.h36 Vec3vf<M> vNg;
52 const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); in intersect()
53 const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z); in intersect()
54 const Vec3vf<M> center = v0.xyz(); in intersect()
57 const Vec3vf<M> c0 = center - ray_org; in intersect()
59 const Vec3vf<M> perp = c0 - projC0 * ray_dir; in intersect()
95 const Vec3vf<M> Ng_second = td_back * ray_dir - perp; in intersect()
134 const Vec3vf<M> center = v0.xyz(); in intersect()
137 const Vec3vf<M> c0 = center - ray_org; in intersect()
139 const Vec3vf<M> perp = c0 - projC0 * ray_dir; in intersect()
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H A Dcylinder.h137 const Vec3vf<N> p0; //!< start location
138 const Vec3vf<N> p1; //!< end position
141 __forceinline CylinderN(const Vec3vf<N>& p0, const Vec3vf<N>& p1, const vfloat<N>& r) in CylinderN()
144 __forceinline CylinderN(const Vec3vf<N>& p0, const Vec3vf<N>& p1, const vfloat<N>& rr, bool) in CylinderN()
155 const Vec3vf<N> P0 = p0, dP = (p1-p0)*rl; in intersect()
156 const Vec3vf<N> O = Vec3vf<N>(org)-P0, dO = dir; in intersect()
185 const Vec3vf<N> Pr = t0*Vec3vf<N>(dir); in intersect()
186 const Vec3vf<N> Pl = madd(u0_o,p1-p0,p0); in intersect()
193 const Vec3vf<N> Pr = t1*Vec3vf<N>(dir); in intersect()
216 vfloat<N> u0_o; Vec3vf<N> Ng0_o; in intersect()
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H A Dtrianglev_mb.h42 __forceinline TriangleMvMB(const Vec3vf<M>& a0, const Vec3vf<M>& a1, in TriangleMvMB()
43 const Vec3vf<M>& b0, const Vec3vf<M>& b1, in TriangleMvMB()
44 const Vec3vf<M>& c0, const Vec3vf<M>& c1, in TriangleMvMB()
70 Vec3vf<M> lower = min(v0,v1,v2); in bounds0()
71 Vec3vf<M> upper = max(v0,v1,v2); in bounds0()
86 const Vec3vf<M> p0 = v0+dv0; in bounds1()
87 const Vec3vf<M> p1 = v1+dv1; in bounds1()
88 const Vec3vf<M> p2 = v2+dv2; in bounds1()
89 Vec3vf<M> lower = min(p0,p1,p2); in bounds1()
90 Vec3vf<M> upper = max(p0,p1,p2); in bounds1()
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H A Droundline_intersector.h93 Vec3vf<M> vNg;
137 const Vec3vf<M> p0p = p - p0; in isClippedByPlane()
201 const Vec3vf<M> p0p = p - p0; in isInsideCappedCone()
214 Vec3vf<M> p0;
215 Vec3vf<M> p1;
216 Vec3vf<M> dP;
359 const Vec3vf<M> O1 = org - p1; in intersectEndSphere()
455 const Vec3vf<M> h = O + t*dO; in Ng_cone()
505 Vec3vf<M> org;
506 Vec3vf<M> O;
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H A Dplane.h37 const Vec3vf<M> P; //!< plane origin
38 const Vec3vf<M> N; //!< plane normal
40 __forceinline HalfPlaneN(const Vec3vf<M>& P, const Vec3vf<M>& N) in HalfPlaneN()
45 Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray_org) - P; in intersect()
46 Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray_dir); in intersect()
H A Dquadi_intersector.h25 Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); in intersect()
33 Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); in occluded()
58 const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); in intersect()
59 const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); in intersect()
60 const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); in intersect()
61 const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); in intersect()
75 const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); in occluded()
76 const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); in occluded()
77 const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); in occluded()
78 const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); in occluded()
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H A Dtrianglei_intersector.h24 Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); in intersect()
31 Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); in occluded()
55 const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene); in intersect()
56 const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene); in intersect()
57 const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene); in intersect()
71 const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene); in occluded()
72 const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene); in occluded()
73 const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene); in occluded()
83 Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); in intersect()
90 Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); in occluded()
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H A Dsubgrid_intersector_moeller.h43 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, in intersect()
69 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, in occluded()
184 const Vec3vf<K>& v0,
217 const Vec3vf<K>& v0,
218 const Vec3vf<K>& v1,
219 const Vec3vf<K>& v2,
220 const Vec3vf<K>& v3,
258 const Vec3vf<M> e1 = v0-v1;
259 const Vec3vf<M> e2 = v2-v0;
274 …const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh…
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H A Dquadv_intersector.h55 const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i); in intersect()
56 const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i); in intersect()
57 const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i); in intersect()
58 const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i); in intersect()
72 const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i); in occluded()
73 const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i); in occluded()
74 const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i); in occluded()
75 const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i); in occluded()
138 const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i); in intersect()
139 const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i); in intersect()
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H A Dgrid_soa_intersector_packet.h101 const Vec3vf<K> p00(grid_x[ofs00],grid_y[ofs00],grid_z[ofs00]); in intersect()
102 const Vec3vf<K> p01(grid_x[ofs01],grid_y[ofs01],grid_z[ofs01]); in intersect()
103 const Vec3vf<K> p10(grid_x[ofs10],grid_y[ofs10],grid_z[ofs10]); in intersect()
270 const Vec3vf<K> p00 = lerp(a00,b00,ftime); in intersect()
271 const Vec3vf<K> p01 = lerp(a01,b01,ftime); in intersect()
272 const Vec3vf<K> p10 = lerp(a10,b10,ftime); in intersect()
273 const Vec3vf<K> p11 = lerp(a11,b11,ftime); in intersect()
333 const Vec3vf<K> p00 = lerp(a00,b00,ftime); in occluded()
334 const Vec3vf<K> p01 = lerp(a01,b01,ftime); in occluded()
335 const Vec3vf<K> p10 = lerp(a10,b10,ftime); in occluded()
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H A Dsubgrid_intersector_pluecker.h40 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, in intersect()
67 … const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, in occluded()
179 const Vec3vf<K>& v0,
180 const Vec3vf<K>& v1,
181 const Vec3vf<K>& v2,
212 const Vec3vf<K>& v0,
213 const Vec3vf<K>& v1,
214 const Vec3vf<K>& v2,
215 const Vec3vf<K>& v3,
259 …const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh…
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H A Dconeline_intersector.h17 … const Vec3vf<M>& ray_org_in, const Vec3vf<M>& ray_dir, in intersectCone()
28 const Vec3vf<M> center = vfloat<M>(0.5f)*(v0.xyz()+v1.xyz()); in intersectCone()
30 const Vec3vf<M> ray_org = ray_org_in + dt*ray_dir; in intersectCone()
32 const Vec3vf<M> dP = v1.xyz() - v0.xyz(); in intersectCone()
33 const Vec3vf<M> p0 = ray_org - v0.xyz(); in intersectCone()
34 const Vec3vf<M> p1 = ray_org - v1.xyz(); in intersectCone()
96 const Vec3vf<M> dP2drr0dP = dPdP*dr*v0.w*dP; in intersectCone()
97 const Vec3vf<M> dPhy = dP*hy; in intersectCone()
145 Vec3vf<M> vNg;
169 const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z); in intersect()
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H A Dtriangle.h40 …__forceinline TriangleM(const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const vuint… in TriangleM()
65 Vec3vf<M> p0 = v0; in bounds()
66 Vec3vf<M> p1 = v0-e1; in bounds()
67 Vec3vf<M> p2 = v0+e2; in bounds()
68 Vec3vf<M> lower = min(p0,p1,p2); in bounds()
69 Vec3vf<M> upper = max(p0,p1,p2); in bounds()
101 Vec3vf<M> v0 = zero, v1 = zero, v2 = zero; in fill()
127 Vec3vf<M> v0 = zero, v1 = zero, v2 = zero; in update()
150 Vec3vf<M> v0; // base vertex of the triangles
151 Vec3vf<M> e1; // 1st edge of the triangles (v0-v1)
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H A Dquadv.h38 …__forceinline QuadMv(const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M… in QuadMv()
63 Vec3vf<M> lower = min(v0,v1,v2,v3); in bounds()
64 Vec3vf<M> upper = max(v0,v1,v2,v3); in bounds()
99 Vec3vf<M> v0 = zero, v1 = zero, v2 = zero, v3 = zero; in fill()
127 Vec3vf<M> v0 = zero, v1 = zero, v2 = zero; in update()
152 Vec3vf<M> v0; // 1st vertex of the quads
153 Vec3vf<M> v1; // 2nd vertex of the quads
154 Vec3vf<M> v2; // 3rd vertex of the quads
155 Vec3vf<M> v3; // 4rd vertex of the quads
H A Dline_intersector.h18 …ineIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng) in LineIntersectorHitM()
29 __forceinline Vec3vf<M> Ng() const { return vNg; } in Ng()
35 Vec3vf<M> vNg;
55 LinearSpace3<Vec3vf<M>> ray_space = pre.ray_space; in intersect()
57 const Vec3vf<M> ray_org ((Vec3fa)ray.org); in intersect()
81 const Vec3vf<M> T = v1.xyz()-v0.xyz(); in intersect()
108 LinearSpace3<Vec3vf<M>> ray_space = pre.ray_space[k]; in intersect()
109 const Vec3vf<M> ray_org(ray.org.x[k],ray.org.y[k],ray.org.z[k]); in intersect()
110 const Vec3vf<M> ray_dir(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]); in intersect()
135 const Vec3vf<M> T = v1.xyz()-v0.xyz(); in intersect()
H A Dtrianglev_intersector.h85 const Vec3vf<K> v0 = broadcast<vfloat<K>>(tri.v0,i); in intersect()
86 const Vec3vf<K> v1 = broadcast<vfloat<K>>(tri.v1,i); in intersect()
87 const Vec3vf<K> v2 = broadcast<vfloat<K>>(tri.v2,i); in intersect()
101 const Vec3vf<K> v0 = broadcast<vfloat<K>>(tri.v0,i); in occluded()
102 const Vec3vf<K> v1 = broadcast<vfloat<K>>(tri.v1,i); in occluded()
103 const Vec3vf<K> v2 = broadcast<vfloat<K>>(tri.v2,i); in occluded()
166 const Vec3vf<K> v0 = broadcast<vfloat<K>>(tri.v0,i); in intersect()
167 const Vec3vf<K> v1 = broadcast<vfloat<K>>(tri.v1,i); in intersect()
168 const Vec3vf<K> v2 = broadcast<vfloat<K>>(tri.v2,i); in intersect()
182 const Vec3vf<K> v0 = broadcast<vfloat<K>>(tri.v0,i); in occluded()
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H A Dtrianglev.h38 …__forceinline TriangleMv(const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const vuin… in TriangleMv()
63 Vec3vf<M> lower = min(v0,v1,v2); in bounds()
64 Vec3vf<M> upper = max(v0,v1,v2); in bounds()
96 Vec3vf<M> v0 = zero, v1 = zero, v2 = zero; in fill()
122 Vec3vf<M> v0 = zero, v1 = zero, v2 = zero; in update()
145 Vec3vf<M> v0; // 1st vertex of the triangles
146 Vec3vf<M> v1; // 2nd vertex of the triangles
147 Vec3vf<M> v2; // 3rd vertex of the triangles

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