// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "../common/ray.h" #include "curve_intersector_precalculations.h" /* This file implements the intersection of a ray with a round linear curve segment. We define the geometry of such a round linear curve segment from point p0 with radius r0 to point p1 with radius r1 using the cone that touches spheres p0/r0 and p1/r1 tangentially plus the sphere p1/r1. We denote the tangentially touching cone from p0/r0 to p1/r1 with cone(p0,r0,p1,r1) and the cone plus the ending sphere with cone_sphere(p0,r0,p1,r1). For multiple connected round linear curve segments this construction yield a proper shape when viewed from the outside. Using the following CSG we can also handle the interior in most common cases: round_linear_curve(pl,rl,p0,r0,p1,r1,pr,rr) = cone_sphere(p0,r0,p1,r1) - cone(pl,rl,p0,r0) - cone(p1,r1,pr,rr) Thus by subtracting the neighboring cone geometries, we cut away parts of the center cone_sphere surface which lie inside the combined curve. This approach works as long as geometry of the current cone_sphere penetrates into direct neighbor segments only, and not into segments further away. To construct a cone that touches two spheres at p0 and p1 with r0 and r1, one has to increase the cone radius at r0 and r1 to obtain larger radii w0 and w1, such that the infinite cone properly touches the spheres. From the paper "Ray Tracing Generalized Tube Primitives: Method and Applications" (https://www.researchgate.net/publication/334378683_Ray_Tracing_Generalized_Tube_Primitives_Method_and_Applications) one can derive the following equations for these increased radii: sr = 1.0f / sqrt(1-sqr(dr)/sqr(p1-p0)) w0 = sr*r0 w1 = sr*r1 Further, we want the cone to start where it touches the sphere at p0 and to end where it touches sphere at p1. Therefore, we need to construct clipping locations y0 and y1 for the start and end of the cone. These start and end clipping location of the cone can get calculated as: Y0 = - r0 * (r1-r0) / length(p1-p0) Y1 = length(p1-p0) - r1 * (r1-r0) / length(p1-p0) Where the cone starts a distance Y0 and ends a distance Y1 away of point p0 along the cone center. The distance between Y1-Y0 can get calculated as: dY = length(p1-p0) - (r1-r0)^2 / length(p1-p0) In the code below, Y will always be scaled by length(p1-p0) to obtain y and you will find the terms r0*(r1-r0) and (p1-p0)^2-(r1-r0)^2. */ namespace embree { namespace isa { template struct RoundLineIntersectorHitM { __forceinline RoundLineIntersectorHitM() {} __forceinline RoundLineIntersectorHitM(const vfloat& u, const vfloat& v, const vfloat& t, const Vec3vf& Ng) : vu(u), vv(v), vt(t), vNg(Ng) {} __forceinline void finalize() {} __forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); } __forceinline float t (const size_t i) const { return vt[i]; } __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } __forceinline Vec2vf uv() const { return Vec2vf(vu,vv); } __forceinline vfloat t () const { return vt; } __forceinline Vec3vf Ng() const { return vNg; } public: vfloat vu; vfloat vv; vfloat vt; Vec3vf vNg; }; namespace __roundline_internal { template struct ConeGeometry { ConeGeometry (const Vec4vf& a, const Vec4vf& b) : p0(a.xyz()), p1(b.xyz()), dP(p1-p0), dPdP(dot(dP,dP)), r0(a.w), sqr_r0(sqr(r0)), r1(b.w), dr(r1-r0), drdr(dr*dr), r0dr (r0*dr), g(dPdP - drdr) {} /* This function tests if a point is accepted by first cone clipping plane. First, we need to project the point onto the line p0->p1: Y = (p-p0)*(p1-p0)/length(p1-p0) This value y is the distance to the projection point from p0. The clip distances are calculated as: Y0 = - r0 * (r1-r0) / length(p1-p0) Y1 = length(p1-p0) - r1 * (r1-r0) / length(p1-p0) Thus to test if the point p is accepted by the first clipping plane we need to test Y > Y0 and to test if it is accepted by the second clipping plane we need to test Y < Y1. By multiplying the calculations with length(p1-p0) these calculation can get simplied to: y = (p-p0)*(p1-p0) y0 = - r0 * (r1-r0) y1 = (p1-p0)^2 - r1 * (r1-r0) and the test y > y0 and y < y1. */ __forceinline vbool isClippedByPlane (const vbool& valid_i, const Vec3vf& p) const { const Vec3vf p0p = p - p0; const vfloat y = dot(p0p,dP); const vfloat cap0 = -r0dr; const vbool inside_cone = y > cap0; return valid_i & (p0.x != vfloat(inf)) & (p1.x != vfloat(inf)) & inside_cone; } /* This function tests whether a point lies inside the capped cone tangential to its ending spheres. Therefore one has to check if the point is inside the region defined by the cone clipping planes, which is performed similar as in the previous function. To perform the inside cone test we need to project the point onto the line p0->p1: dP = p1-p0 Y = (p-p0)*dP/length(dP) This value Y is the distance to the projection point from p0. To obtain a parameter value u going from 0 to 1 along the line p0->p1 we calculate: U = Y/length(dP) The radii to use at points p0 and p1 are: w0 = sr * r0 w1 = sr * r1 dw = w1-w0 Using these radii and u one can directly test if the point lies inside the cone using the formula dP*dP < wy*wy with: wy = w0 + u*dw py = p0 + u*dP - p By multiplying the calculations with length(p1-p0) and inserting the definition of w can obtain simpler equations: y = (p-p0)*dP ry = r0 + y/dP^2 * dr wy = sr*ry py = p0 + y/dP^2*dP - p y0 = - r0 * dr y1 = dP^2 - r1 * dr Thus for the in-cone test we get: py^2 < wy^2 <=> py^2 < sr^2 * ry^2 <=> py^2 * ( dP^2 - dr^2 ) < dP^2 * ry^2 This can further get simplified to: (p0-p)^2 * (dP^2 - dr^2) - y^2 < dP^2 * r0^2 + 2.0f*r0*dr*y; */ __forceinline vbool isInsideCappedCone (const vbool& valid_i, const Vec3vf& p) const { const Vec3vf p0p = p - p0; const vfloat y = dot(p0p,dP); const vfloat cap0 = -r0dr+vfloat(ulp); const vfloat cap1 = -r1*dr + dPdP; vbool inside_cone = valid_i & (p0.x != vfloat(inf)) & (p1.x != vfloat(inf)); inside_cone &= y > cap0; // start clipping plane inside_cone &= y < cap1; // end clipping plane inside_cone &= sqr(p0p)*g - sqr(y) < dPdP * sqr_r0 + 2.0f*r0dr*y; // in cone test return inside_cone; } protected: Vec3vf p0; Vec3vf p1; Vec3vf dP; vfloat dPdP; vfloat r0; vfloat sqr_r0; vfloat r1; vfloat dr; vfloat drdr; vfloat r0dr; vfloat g; }; template struct ConeGeometryIntersector : public ConeGeometry { using ConeGeometry::p0; using ConeGeometry::p1; using ConeGeometry::dP; using ConeGeometry::dPdP; using ConeGeometry::r0; using ConeGeometry::sqr_r0; using ConeGeometry::r1; using ConeGeometry::dr; using ConeGeometry::r0dr; using ConeGeometry::g; ConeGeometryIntersector (const Vec3vf& ray_org, const Vec3vf& ray_dir, const vfloat& dOdO, const vfloat& rcp_dOdO, const Vec4vf& a, const Vec4vf& b) : ConeGeometry(a,b), org(ray_org), O(ray_org-p0), dO(ray_dir), dOdO(dOdO), rcp_dOdO(rcp_dOdO), OdP(dot(dP,O)), dOdP(dot(dP,dO)), yp(OdP + r0dr) {} /* This function intersects a ray with a cone that touches a start sphere p0/r0 and end sphere p1/r1. To find this ray/cone intersections one could just calculate radii w0 and w1 as described above and use a standard ray/cone intersection routine with these radii. However, it turns out that calculations can get simplified when deriving a specialized ray/cone intersection for this special case. We perform calculations relative to the cone origin p0 and define: O = ray_org - p0 dO = ray_dir dP = p1-p0 dr = r1-r0 dw = w1-w0 For some t we can compute the potential hit point h = O + t*dO and project it onto the cone vector dP to obtain u = (h*dP)/(dP*dP). In case of an intersection, the squared distance from the hit point projected onto the cone center line to the hit point should be equal to the squared cone radius at u: (u*dP - h)^2 = (w0 + u*dw)^2 Inserting the definition of h, u, w0, and dw into this formula, then factoring out all terms, and sorting by t^2, t^1, and t^0 terms yields a quadratic equation to solve. Inserting u: ( (h*dP)*dP/dP^2 - h )^2 = ( w0 + (h*dP)*dw/dP^2 )^2 Multiplying by dP^4: ( (h*dP)*dP - h*dP^2 )^2 = ( w0*dP^2 + (h*dP)*dw )^2 Inserting w0 and dw: ( (h*dP)*dP - h*dP^2 )^2 = ( r0*dP^2 + (h*dP)*dr )^2 / (1-dr^2/dP^2) ( (h*dP)*dP - h*dP^2 )^2 *(dP^2 - dr^2) = dP^2 * ( r0*dP^2 + (h*dP)*dr )^2 Now one can insert the definition of h, factor out, and presort by t: ( ((O + t*dO)*dP)*dP - (O + t*dO)*dP^2 )^2 *(dP^2 - dr^2) = dP^2 * ( r0*dP^2 + ((O + t*dO)*dP)*dr )^2 ( (O*dP)*dP-O*dP^2 + t*( (dO*dP)*dP - dO*dP^2 ) )^2 *(dP^2 - dr^2) = dP^2 * ( r0*dP^2 + (O*dP)*dr + t*(dO*dP)*dr )^2 Factoring out further and sorting by t^2, t^1 and t^0 yields: 0 = t^2 * [ ((dO*dP)*dP - dO-dP^2)^2 * (dP^2 - dr^2) - dP^2*(dO*dP)^2*dr^2 ] + 2*t^1 * [ ((O*dP)*dP - O*dP^2) * ((dO*dP)*dP - dO*dP^2) * (dP^2 - dr^2) - dP^2*(r0*dP^2 + (O*dP)*dr)*(dO*dP)*dr ] + t^0 * [ ( (O*dP)*dP - O*dP^2)^2 * (dP^2-dr^2) - dP^2*(r0*dP^2 + (O*dP)*dr)^2 ] This can be simplified to: 0 = t^2 * [ (dP^2 - dr^2)*dO^2 - (dO*dP)^2 ] + 2*t^1 * [ (dP^2 - dr^2)*(O*dO) - (dO*dP)*(O*dP + r0*dr) ] + t^0 * [ (dP^2 - dr^2)*O^2 - (O*dP)^2 - r0^2*dP^2 - 2.0f*r0*dr*(O*dP) ] Solving this quadratic equation yields the values for t at which the ray intersects the cone. */ __forceinline bool intersectCone(vbool& valid, vfloat& lower, vfloat& upper) { /* return no hit by default */ lower = pos_inf; upper = neg_inf; /* compute quadratic equation A*t^2 + B*t + C = 0 */ const vfloat OO = dot(O,O); const vfloat OdO = dot(dO,O); const vfloat A = g * dOdO - sqr(dOdP); const vfloat B = 2.0f * (g*OdO - dOdP*yp); const vfloat C = g*OO - sqr(OdP) - sqr_r0*dPdP - 2.0f*r0dr*OdP; /* we miss the cone if determinant is smaller than zero */ const vfloat D = B*B - 4.0f*A*C; valid &= (D >= 0.0f & g > 0.0f); // if g <= 0 then the cone is inside a sphere end /* When rays are parallel to the cone surface, then the * ray may be inside or outside the cone. We just assume a * miss in that case, which is fine as rays inside the * cone would anyway hit the ending spheres in that * case. */ valid &= abs(A) > min_rcp_input; if (unlikely(none(valid))) { return false; } /* compute distance to front and back hit */ const vfloat Q = sqrt(D); const vfloat rcp_2A = rcp(2.0f*A); t_cone_front = (-B-Q)*rcp_2A; y_cone_front = yp + t_cone_front*dOdP; lower = select( (y_cone_front > -(float)ulp) & (y_cone_front <= g) & (g > 0.0f), t_cone_front, vfloat(pos_inf)); #if !defined (EMBREE_BACKFACE_CULLING_CURVES) t_cone_back = (-B+Q)*rcp_2A; y_cone_back = yp + t_cone_back *dOdP; upper = select( (y_cone_back > -(float)ulp) & (y_cone_back <= g) & (g > 0.0f), t_cone_back , vfloat(neg_inf)); #endif return true; } /* This function intersects the ray with the end sphere at p1. We already clip away hits that are inside the neighboring cone segment. */ __forceinline void intersectEndSphere(vbool& valid, const ConeGeometry& coneR, vfloat& lower, vfloat& upper) { /* calculate front and back hit with end sphere */ const Vec3vf O1 = org - p1; const vfloat O1dO = dot(O1,dO); const vfloat h2 = sqr(O1dO) - dOdO*(sqr(O1) - sqr(r1)); const vfloat rhs1 = select( h2 >= 0.0f, sqrt(h2), vfloat(neg_inf) ); /* clip away front hit if it is inside next cone segment */ t_sph1_front = (-O1dO - rhs1)*rcp_dOdO; const Vec3vf hit_front = org + t_sph1_front*dO; vbool valid_sph1_front = h2 >= 0.0f & yp + t_sph1_front*dOdP > g & !coneR.isClippedByPlane (valid, hit_front); lower = select(valid_sph1_front, t_sph1_front, vfloat(pos_inf)); #if !defined(EMBREE_BACKFACE_CULLING_CURVES) /* clip away back hit if it is inside next cone segment */ t_sph1_back = (-O1dO + rhs1)*rcp_dOdO; const Vec3vf hit_back = org + t_sph1_back*dO; vbool valid_sph1_back = h2 >= 0.0f & yp + t_sph1_back*dOdP > g & !coneR.isClippedByPlane (valid, hit_back); upper = select(valid_sph1_back, t_sph1_back, vfloat(neg_inf)); #else upper = vfloat(neg_inf); #endif } __forceinline void intersectBeginSphere(const vbool& valid, vfloat& lower, vfloat& upper) { /* calculate front and back hit with end sphere */ const Vec3vf O1 = org - p0; const vfloat O1dO = dot(O1,dO); const vfloat h2 = sqr(O1dO) - dOdO*(sqr(O1) - sqr(r0)); const vfloat rhs1 = select( h2 >= 0.0f, sqrt(h2), vfloat(neg_inf) ); /* clip away front hit if it is inside next cone segment */ t_sph0_front = (-O1dO - rhs1)*rcp_dOdO; vbool valid_sph1_front = valid & h2 >= 0.0f & yp + t_sph0_front*dOdP < 0; lower = select(valid_sph1_front, t_sph0_front, vfloat(pos_inf)); #if !defined(EMBREE_BACKFACE_CULLING_CURVES) /* clip away back hit if it is inside next cone segment */ t_sph0_back = (-O1dO + rhs1)*rcp_dOdO; vbool valid_sph1_back = valid & h2 >= 0.0f & yp + t_sph0_back*dOdP < 0; upper = select(valid_sph1_back, t_sph0_back, vfloat(neg_inf)); #else upper = vfloat(neg_inf); #endif } /* This function calculates the geometry normal of some cone hit. For a given hit point h (relative to p0) with a cone starting at p0 with radius w0 and ending at p1 with radius w1 one normally calculates the geometry normal by first calculating the parmetric u hit location along the cone: u = dot(h,dP)/dP^2 Using this value one can now directly calculate the geometry normal by bending the connection vector (h-u*dP) from hit to projected hit with some cone dependent value dw/sqrt(dP^2) * normalize(dP): Ng = normalize(h-u*dP) - dw/length(dP) * normalize(dP) The length of the vector (h-u*dP) can also get calculated by interpolating the radii as w0+u*dw which yields: Ng = (h-u*dP)/(w0+u*dw) - dw/dP^2 * dP Multiplying with (w0+u*dw) yield a scaled Ng': Ng' = (h-u*dP) - (w0+u*dw)*dw/dP^2*dP Inserting the definition of w0 and dw and refactoring yield a further scaled Ng'': Ng'' = (dP^2 - dr^2) (h-q) - (r0+u*dr)*dr*dP Now inserting the definition of u gives and multiplying with the denominator yields: Ng''' = (dP^2-dr^2)*(dP^2*h-dot(h,dP)*dP) - (dP^2*r0+dot(h,dP)*dr)*dr*dP Factoring out, cancelling terms, dividing by dP^2, and factoring again yields finally: Ng'''' = (dP^2-dr^2)*h - dP*(dot(h,dP) + r0*dr) */ __forceinline Vec3vf Ng_cone(const vbool& front_hit) const { #if !defined(EMBREE_BACKFACE_CULLING_CURVES) const vfloat y = select(front_hit, y_cone_front, y_cone_back); const vfloat t = select(front_hit, t_cone_front, t_cone_back); const Vec3vf h = O + t*dO; return g*h-dP*y; #else const Vec3vf h = O + t_cone_front*dO; return g*h-dP*y_cone_front; #endif } /* compute geometry normal of sphere hit as the difference * vector from hit point to sphere center */ __forceinline Vec3vf Ng_sphere1(const vbool& front_hit) const { #if !defined(EMBREE_BACKFACE_CULLING_CURVES) const vfloat t_sph1 = select(front_hit, t_sph1_front, t_sph1_back); return org+t_sph1*dO-p1; #else return org+t_sph1_front*dO-p1; #endif } __forceinline Vec3vf Ng_sphere0(const vbool& front_hit) const { #if !defined(EMBREE_BACKFACE_CULLING_CURVES) const vfloat t_sph0 = select(front_hit, t_sph0_front, t_sph0_back); return org+t_sph0*dO-p0; #else return org+t_sph0_front*dO-p0; #endif } /* This function calculates the u coordinate of a hit. Therefore we use the hit distance y (which is zero at the first cone clipping plane) and divide by distance g between the clipping planes. */ __forceinline vfloat u_cone(const vbool& front_hit) const { #if !defined(EMBREE_BACKFACE_CULLING_CURVES) const vfloat y = select(front_hit, y_cone_front, y_cone_back); return clamp(y*rcp(g)); #else return clamp(y_cone_front*rcp(g)); #endif } private: Vec3vf org; Vec3vf O; Vec3vf dO; vfloat dOdO; vfloat rcp_dOdO; vfloat OdP; vfloat dOdP; /* for ray/cone intersection */ private: vfloat yp; vfloat y_cone_front; vfloat t_cone_front; #if !defined (EMBREE_BACKFACE_CULLING_CURVES) vfloat y_cone_back; vfloat t_cone_back; #endif /* for ray/sphere intersection */ private: vfloat t_sph1_front; vfloat t_sph0_front; #if !defined (EMBREE_BACKFACE_CULLING_CURVES) vfloat t_sph1_back; vfloat t_sph0_back; #endif }; template static __forceinline bool intersectConeSphere(const vbool& valid_i, const Vec3vf& ray_org_in, const Vec3vf& ray_dir, const vfloat& ray_tnear, const ray_tfar_func& ray_tfar, const Vec4vf& v0, const Vec4vf& v1, const Vec4vf& vL, const Vec4vf& vR, const Epilog& epilog) { vbool valid = valid_i; /* move ray origin closer to make calculations numerically stable */ const vfloat dOdO = sqr(ray_dir); const vfloat rcp_dOdO = rcp(dOdO); const Vec3vf center = vfloat(0.5f)*(v0.xyz()+v1.xyz()); const vfloat dt = dot(center-ray_org_in,ray_dir)*rcp_dOdO; const Vec3vf ray_org = ray_org_in + dt*ray_dir; /* intersect with cone from v0 to v1 */ vfloat t_cone_lower, t_cone_upper; ConeGeometryIntersector cone (ray_org, ray_dir, dOdO, rcp_dOdO, v0, v1); vbool validCone = valid; cone.intersectCone(validCone, t_cone_lower, t_cone_upper); valid &= (validCone | (cone.g <= 0.0f)); // if cone is entirely in sphere end - check sphere if (unlikely(none(valid))) return false; /* cone hits inside the neighboring capped cones are inside the geometry and thus ignored */ const ConeGeometry coneL (v0, vL); const ConeGeometry coneR (v1, vR); #if !defined(EMBREE_BACKFACE_CULLING_CURVES) const Vec3vf hit_lower = ray_org + t_cone_lower*ray_dir; const Vec3vf hit_upper = ray_org + t_cone_upper*ray_dir; t_cone_lower = select (!coneL.isInsideCappedCone (validCone, hit_lower) & !coneR.isInsideCappedCone (validCone, hit_lower), t_cone_lower, vfloat(pos_inf)); t_cone_upper = select (!coneL.isInsideCappedCone (validCone, hit_upper) & !coneR.isInsideCappedCone (validCone, hit_upper), t_cone_upper, vfloat(neg_inf)); #endif /* intersect ending sphere */ vfloat t_sph1_lower, t_sph1_upper; vfloat t_sph0_lower = vfloat(pos_inf); vfloat t_sph0_upper = vfloat(neg_inf); cone.intersectEndSphere(valid, coneR, t_sph1_lower, t_sph1_upper); const vbool isBeginPoint = valid & (vL[0] == vfloat(pos_inf)); if (unlikely(any(isBeginPoint))) { cone.intersectBeginSphere (isBeginPoint, t_sph0_lower, t_sph0_upper); } /* CSG union of cone and end sphere */ vfloat t_sph_lower = min(t_sph0_lower, t_sph1_lower); vfloat t_cone_sphere_lower = min(t_cone_lower, t_sph_lower); #if !defined (EMBREE_BACKFACE_CULLING_CURVES) vfloat t_sph_upper = max(t_sph0_upper, t_sph1_upper); vfloat t_cone_sphere_upper = max(t_cone_upper, t_sph_upper); /* filter out hits that are not in tnear/tfar range */ const vbool valid_lower = valid & ray_tnear <= dt+t_cone_sphere_lower & dt+t_cone_sphere_lower <= ray_tfar() & t_cone_sphere_lower != vfloat(pos_inf); const vbool valid_upper = valid & ray_tnear <= dt+t_cone_sphere_upper & dt+t_cone_sphere_upper <= ray_tfar() & t_cone_sphere_upper != vfloat(neg_inf); /* check if there is a first hit */ const vbool valid_first = valid_lower | valid_upper; if (unlikely(none(valid_first))) return false; /* construct first hit */ const vfloat t_first = select(valid_lower, t_cone_sphere_lower, t_cone_sphere_upper); const vbool cone_hit_first = t_first == t_cone_lower | t_first == t_cone_upper; const vbool sph0_hit_first = t_first == t_sph0_lower | t_first == t_sph0_upper; const Vec3vf Ng_first = select(cone_hit_first, cone.Ng_cone(valid_lower), select (sph0_hit_first, cone.Ng_sphere0(valid_lower), cone.Ng_sphere1(valid_lower))); const vfloat u_first = select(cone_hit_first, cone.u_cone(valid_lower), select (sph0_hit_first, vfloat(zero), vfloat(one))); /* invoke intersection filter for first hit */ RoundLineIntersectorHitM hit(u_first,zero,dt+t_first,Ng_first); const bool is_hit_first = epilog(valid_first, hit); /* check for possible second hits before potentially accepted hit */ const vfloat t_second = t_cone_sphere_upper; const vbool valid_second = valid_lower & valid_upper & (dt+t_cone_sphere_upper <= ray_tfar()); if (unlikely(none(valid_second))) return is_hit_first; /* invoke intersection filter for second hit */ const vbool cone_hit_second = t_second == t_cone_lower | t_second == t_cone_upper; const vbool sph0_hit_second = t_second == t_sph0_lower | t_second == t_sph0_upper; const Vec3vf Ng_second = select(cone_hit_second, cone.Ng_cone(false), select (sph0_hit_second, cone.Ng_sphere0(false), cone.Ng_sphere1(false))); const vfloat u_second = select(cone_hit_second, cone.u_cone(false), select (sph0_hit_second, vfloat(zero), vfloat(one))); hit = RoundLineIntersectorHitM(u_second,zero,dt+t_second,Ng_second); const bool is_hit_second = epilog(valid_second, hit); return is_hit_first | is_hit_second; #else /* filter out hits that are not in tnear/tfar range */ const vbool valid_lower = valid & ray_tnear <= dt+t_cone_sphere_lower & dt+t_cone_sphere_lower <= ray_tfar() & t_cone_sphere_lower != vfloat(pos_inf); /* check if there is a valid hit */ if (unlikely(none(valid_lower))) return false; /* construct first hit */ const vbool cone_hit_first = t_cone_sphere_lower == t_cone_lower | t_cone_sphere_lower == t_cone_upper; const vbool sph0_hit_first = t_cone_sphere_lower == t_sph0_lower | t_cone_sphere_lower == t_sph0_upper; const Vec3vf Ng_first = select(cone_hit_first, cone.Ng_cone(valid_lower), select (sph0_hit_first, cone.Ng_sphere0(valid_lower), cone.Ng_sphere1(valid_lower))); const vfloat u_first = select(cone_hit_first, cone.u_cone(valid_lower), select (sph0_hit_first, vfloat(zero), vfloat(one))); /* invoke intersection filter for first hit */ RoundLineIntersectorHitM hit(u_first,zero,dt+t_cone_sphere_lower,Ng_first); const bool is_hit_first = epilog(valid_lower, hit); return is_hit_first; #endif } } // end namespace __roundline_internal template struct RoundLinearCurveIntersector1 { typedef CurvePrecalculations1 Precalculations; template struct ray_tfar { Ray& ray; __forceinline ray_tfar(Ray& ray) : ray(ray) {} __forceinline vfloat operator() () const { return ray.tfar; }; }; template static __forceinline bool intersect(const vbool& valid_i, Ray& ray, RayQueryContext* context, const LineSegments* geom, const Precalculations& pre, const Vec4vf& v0i, const Vec4vf& v1i, const Vec4vf& vLi, const Vec4vf& vRi, const Epilog& epilog) { const Vec3vf ray_org(ray.org.x, ray.org.y, ray.org.z); const Vec3vf ray_dir(ray.dir.x, ray.dir.y, ray.dir.z); const vfloat ray_tnear(ray.tnear()); const Vec4vf v0 = enlargeRadiusToMinWidth(context,geom,ray_org,v0i); const Vec4vf v1 = enlargeRadiusToMinWidth(context,geom,ray_org,v1i); const Vec4vf vL = enlargeRadiusToMinWidth(context,geom,ray_org,vLi); const Vec4vf vR = enlargeRadiusToMinWidth(context,geom,ray_org,vRi); return __roundline_internal::intersectConeSphere(valid_i,ray_org,ray_dir,ray_tnear,ray_tfar(ray),v0,v1,vL,vR,epilog); } }; template struct RoundLinearCurveIntersectorK { typedef CurvePrecalculationsK Precalculations; struct ray_tfar { RayK& ray; size_t k; __forceinline ray_tfar(RayK& ray, size_t k) : ray(ray), k(k) {} __forceinline vfloat operator() () const { return ray.tfar[k]; }; }; template static __forceinline bool intersect(const vbool& valid_i, RayK& ray, size_t k, RayQueryContext* context, const LineSegments* geom, const Precalculations& pre, const Vec4vf& v0i, const Vec4vf& v1i, const Vec4vf& vLi, const Vec4vf& vRi, const Epilog& epilog) { const Vec3vf ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]); const Vec3vf ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]); const vfloat ray_tnear = ray.tnear()[k]; const Vec4vf v0 = enlargeRadiusToMinWidth(context,geom,ray_org,v0i); const Vec4vf v1 = enlargeRadiusToMinWidth(context,geom,ray_org,v1i); const Vec4vf vL = enlargeRadiusToMinWidth(context,geom,ray_org,vLi); const Vec4vf vR = enlargeRadiusToMinWidth(context,geom,ray_org,vRi); return __roundline_internal::intersectConeSphere(valid_i,ray_org,ray_dir,ray_tnear,ray_tfar(ray,k),v0,v1,vL,vR,epilog); } }; } }