Commit: aa0602130bef65a11d068db7f3641a6f51fd3427 Author: Sergey Sharybin Date: Thu Mar 23 12:53:45 2017 +0100 Branches: master https://developer.blender.org/rBaa0602130bef65a11d068db7f3641a6f51fd3427
Cycles: Cleanup, code style and comments =================================================================== M intern/cycles/util/util_math_intersect.h =================================================================== diff --git a/intern/cycles/util/util_math_intersect.h b/intern/cycles/util/util_math_intersect.h index 0cf3cbcff9..870f33cee0 100644 --- a/intern/cycles/util/util_math_intersect.h +++ b/intern/cycles/util/util_math_intersect.h @@ -22,63 +22,60 @@ CCL_NAMESPACE_BEGIN /* Ray Intersection */ ccl_device bool ray_sphere_intersect( - float3 ray_P, float3 ray_D, float ray_t, - float3 sphere_P, float sphere_radius, - float3 *isect_P, float *isect_t) + float3 ray_P, float3 ray_D, float ray_t, + float3 sphere_P, float sphere_radius, + float3 *isect_P, float *isect_t) { - float3 d = sphere_P - ray_P; - float radiussq = sphere_radius*sphere_radius; - float tsq = dot(d, d); - - if(tsq > radiussq) { /* ray origin outside sphere */ - float tp = dot(d, ray_D); - - if(tp < 0.0f) /* dir points away from sphere */ + const float3 d = sphere_P - ray_P; + const float radiussq = sphere_radius*sphere_radius; + const float tsq = dot(d, d); + + if(tsq > radiussq) { + /* Ray origin outside sphere. */ + const float tp = dot(d, ray_D); + if(tp < 0.0f) { + /* Ray points away from sphere. */ return false; - - float dsq = tsq - tp*tp; /* pythagoras */ - - if(dsq > radiussq) /* closest point on ray outside sphere */ + } + const float dsq = tsq - tp*tp; /* pythagoras */ + if(dsq > radiussq) { + /* Closest point on ray outside sphere. */ return false; - - float t = tp - sqrtf(radiussq - dsq); /* pythagoras */ - + } + const float t = tp - sqrtf(radiussq - dsq); /* pythagoras */ if(t < ray_t) { *isect_t = t; *isect_P = ray_P + ray_D*t; return true; } } - return false; } ccl_device bool ray_aligned_disk_intersect( - float3 ray_P, float3 ray_D, float ray_t, - float3 disk_P, float disk_radius, - float3 *isect_P, float *isect_t) + float3 ray_P, float3 ray_D, float ray_t, + float3 disk_P, float disk_radius, + float3 *isect_P, float *isect_t) { - /* aligned disk normal */ + /* Aligned disk normal. */ float disk_t; - float3 disk_N = normalize_len(ray_P - disk_P, &disk_t); - float div = dot(ray_D, disk_N); - - if(UNLIKELY(div == 0.0f)) + const float3 disk_N = normalize_len(ray_P - disk_P, &disk_t); + const float div = dot(ray_D, disk_N); + if(UNLIKELY(div == 0.0f)) { return false; - - /* compute t to intersection point */ - float t = -disk_t/div; - if(t < 0.0f || t > ray_t) + } + /* Compute t to intersection point. */ + const float t = -disk_t/div; + if(t < 0.0f || t > ray_t) { return false; - - /* test if within radius */ + } + /* Test if within radius. */ float3 P = ray_P + ray_D*t; - if(len_squared(P - disk_P) > disk_radius*disk_radius) + if(len_squared(P - disk_P) > disk_radius*disk_radius) { return false; - + } *isect_P = P; *isect_t = t; - return true; } @@ -87,69 +84,72 @@ ccl_device_inline bool ray_triangle_intersect_uv( float3 v0, float3 v1, float3 v2, float *isect_u, float *isect_v, float *isect_t) { - /* Calculate intersection */ - float3 e1 = v1 - v0; - float3 e2 = v2 - v0; - float3 s1 = cross(ray_D, e2); + /* Calculate intersection. */ + const float3 e1 = v1 - v0; + const float3 e2 = v2 - v0; + const float3 s1 = cross(ray_D, e2); const float divisor = dot(s1, e1); - if(UNLIKELY(divisor == 0.0f)) + if(UNLIKELY(divisor == 0.0f)) { return false; + } + const float inv_divisor = 1.0f/divisor; - const float invdivisor = 1.0f/divisor; - - /* compute first barycentric coordinate */ + /* Compute first barycentric coordinate. */ const float3 d = ray_P - v0; - const float u = dot(d, s1)*invdivisor; - if(u < 0.0f) + const float u = dot(d, s1)*inv_divisor; + if(u < 0.0f) { return false; - - /* Compute second barycentric coordinate */ + } + /* Compute second barycentric coordinate. */ const float3 s2 = cross(d, e1); - const float v = dot(ray_D, s2)*invdivisor; - if(v < 0.0f) + const float v = dot(ray_D, s2)*inv_divisor; + if(v < 0.0f) { return false; - + } const float b0 = 1.0f - u - v; - if(b0 < 0.0f) + if(b0 < 0.0f) { return false; - - /* compute t to intersection point */ - const float t = dot(e2, s2)*invdivisor; - if(t < 0.0f || t > ray_t) + } + /* Compute distance to intersection point. */ + const float t = dot(e2, s2)*inv_divisor; + if(t < 0.0f || t > ray_t) { return false; - + } *isect_u = u; *isect_v = v; *isect_t = t; - return true; } -ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D, float ray_mint, float ray_maxt, - float3 quad_P, float3 quad_u, float3 quad_v, float3 quad_n, - float3 *isect_P, float *isect_t, float *isect_u, float *isect_v) +ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D, + float ray_mint, float ray_maxt, + float3 quad_P, + float3 quad_u, float3 quad_v, float3 quad_n, + float3 *isect_P, float *isect_t, + float *isect_u, float *isect_v) { + /* Perform intersection test. */ float t = -(dot(ray_P, quad_n) - dot(quad_P, quad_n)) / dot(ray_D, quad_n); - if(t < ray_mint || t > ray_maxt) + if(t < ray_mint || t > ray_maxt) { return false; - - float3 hit = ray_P + t*ray_D; - float3 inplane = hit - quad_P; - - float u = dot(inplane, quad_u) / dot(quad_u, quad_u) + 0.5f; - if(u < 0.0f || u > 1.0f) + } + const float3 hit = ray_P + t*ray_D; + const float3 inplane = hit - quad_P; + const float u = dot(inplane, quad_u) / dot(quad_u, quad_u) + 0.5f; + if(u < 0.0f || u > 1.0f) { return false; - - float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f; - if(v < 0.0f || v > 1.0f) + } + const float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f; + if(v < 0.0f || v > 1.0f) { return false; - - if(isect_P) *isect_P = hit; - if(isect_t) *isect_t = t; - if(isect_u) *isect_u = u; - if(isect_v) *isect_v = v; - + } + /* Store the result. */ + /* TODO(sergey): Check whether we can avoid some checks here. */ + if(isect_P != NULL) *isect_P = hit; + if(isect_t != NULL) *isect_t = t; + if(isect_u != NULL) *isect_u = u; + if(isect_v != NULL) *isect_v = v; return true; } _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs