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								// Copyright 2009-2021 Intel Corporation
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								// SPDX-License-Identifier: Apache-2.0
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								#pragma once
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								#include "../common/ray.h"
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								#include "../common/scene_points.h"
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								#include "curve_intersector_precalculations.h"
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								namespace embree
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								{
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								  namespace isa
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								  {
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								    template<int M>
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								    struct DiscIntersectorHitM
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								    {
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								      __forceinline DiscIntersectorHitM() {}
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								      __forceinline DiscIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng)
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								          : vu(u), vv(v), vt(t), vNg(Ng)
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								      {
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								      }
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								      __forceinline void finalize() {}
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								      __forceinline Vec2f uv(const size_t i) const
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								      {
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								        return Vec2f(vu[i], vv[i]);
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								      }
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								      __forceinline float t(const size_t i) const
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								      {
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								        return vt[i];
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								      }
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								      __forceinline Vec3fa Ng(const size_t i) const
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								      {
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								        return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]);
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								      }
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								     public:
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								      vfloat<M> vu;
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								      vfloat<M> vv;
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								      vfloat<M> vt;
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								      Vec3vf<M> vNg;
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								    };
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								    template<int M>
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								    struct DiscIntersector1
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								    {
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								      typedef CurvePrecalculations1 Precalculations;
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								      template<typename Epilog>
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								      static __forceinline bool intersect(
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								          const vbool<M>& valid_i,
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								          Ray& ray,
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								          IntersectContext* context,
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								          const Points* geom,
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								          const Precalculations& pre,
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								          const Vec4vf<M>& v0i,
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								          const Epilog& epilog)
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								      {
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								        vbool<M> valid = valid_i;
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								        const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
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								        const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z);
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								        const vfloat<M> rd2    = rcp(dot(ray_dir, ray_dir));
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								        const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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								        const Vec3vf<M> center = v0.xyz();
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								        const vfloat<M> radius = v0.w;
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								        /* compute ray distance projC0 to hit point with ray oriented plane */
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								        const Vec3vf<M> c0     = center - ray_org;
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								        const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
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								        valid &= (vfloat<M>(ray.tnear()) <= projC0) & (projC0 <= vfloat<M>(ray.tfar));
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								        if (unlikely(none(valid)))
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								          return false;
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								        /* check if hit point lies inside disc */
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								        const Vec3vf<M> perp   = c0 - projC0 * ray_dir;
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								        const vfloat<M> l2     = dot(perp, perp);
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								        const vfloat<M> r2     = radius * radius;
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								        valid &= (l2 <= r2);
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								        if (unlikely(none(valid)))
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								          return false;
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								        /* We reject hits where the ray origin lies inside the ray
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								         * oriented disc to avoid self intersections. */
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								#if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
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								        const vfloat<M> m2 = dot(c0, c0);
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								        valid &= (m2 > r2);
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								        if (unlikely(none(valid)))
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								          return false;
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								#endif
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								        DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
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								        return epilog(valid, hit);
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								      }
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								      template<typename Epilog>
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								      static __forceinline bool intersect(const vbool<M>& valid_i,
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								                                          Ray& ray,
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								                                          IntersectContext* context,
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								                                          const Points* geom,
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								                                          const Precalculations& pre,
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								                                          const Vec4vf<M>& v0i,
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								                                          const Vec3vf<M>& normal,
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								                                          const Epilog& epilog)
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								      {
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								        vbool<M> valid         = valid_i;
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								        const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
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								        const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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								        const Vec3vf<M> center = v0.xyz();
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								        const vfloat<M> radius = v0.w;
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								        vfloat<M> divisor       = dot(Vec3vf<M>((Vec3fa)ray.dir), normal);
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								        const vbool<M> parallel = divisor == vfloat<M>(0.f);
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								        valid &= !parallel;
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								        divisor = select(parallel, 1.f, divisor);  // prevent divide by zero
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								        vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor;
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								        valid &= (vfloat<M>(ray.tnear()) <= t) & (t <= vfloat<M>(ray.tfar));
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								        if (unlikely(none(valid)))
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								          return false;
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								        Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t;
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								        vfloat<M> dist2        = dot(intersection - center, intersection - center);
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								        valid &= dist2 < radius * radius;
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								        if (unlikely(none(valid)))
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								          return false;
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								        DiscIntersectorHitM<M> hit(zero, zero, t, normal);
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								        return epilog(valid, hit);
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								      }
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								    };
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								    template<int M, int K>
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								    struct DiscIntersectorK
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								    {
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								      typedef CurvePrecalculationsK<K> Precalculations;
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								      template<typename Epilog>
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								      static __forceinline bool intersect(const vbool<M>& valid_i,
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								                                          RayK<K>& ray,
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								                                          size_t k,
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								                                          IntersectContext* context,
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								                                          const Points* geom,
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								                                          const Precalculations& pre,
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								                                          const Vec4vf<M>& v0i,
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								                                          const Epilog& epilog)
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								      {
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								        vbool<M> valid = valid_i;
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								        const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
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								        const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
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								        const vfloat<M> rd2    = rcp(dot(ray_dir, ray_dir));
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											2021-05-20 12:49:33 +02:00
										 
									 
								 
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								        const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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											2021-04-20 18:38:09 +02:00
										 
									 
								 
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								        const Vec3vf<M> center = v0.xyz();
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								        const vfloat<M> radius = v0.w;
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											2022-11-24 11:45:59 -03:00
										 
									 
								 
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								        /* compute ray distance projC0 to hit point with ray oriented plane */
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											2021-04-20 18:38:09 +02:00
										 
									 
								 
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								        const Vec3vf<M> c0     = center - ray_org;
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								        const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
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								        valid &= (vfloat<M>(ray.tnear()[k]) <= projC0) & (projC0 <= vfloat<M>(ray.tfar[k]));
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								        if (unlikely(none(valid)))
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								          return false;
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											2022-11-24 11:45:59 -03:00
										 
									 
								 
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								        /* check if hit point lies inside disc */
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											2021-04-20 18:38:09 +02:00
										 
									 
								 
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								        const Vec3vf<M> perp   = c0 - projC0 * ray_dir;
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								        const vfloat<M> l2     = dot(perp, perp);
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								        const vfloat<M> r2     = radius * radius;
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								        valid &= (l2 <= r2);
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								        if (unlikely(none(valid)))
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								          return false;
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											2022-11-24 11:45:59 -03:00
										 
									 
								 
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								        /* We reject hits where the ray origin lies inside the ray
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								         * oriented disc to avoid self intersections. */
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								#if defined(EMBREE_DISC_POINT_SELF_INTERSECTION_AVOIDANCE)
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								        const vfloat<M> m2 = dot(c0, c0);
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								        valid &= (m2 > r2);
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								        if (unlikely(none(valid)))
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								          return false;
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								#endif
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											2021-04-20 18:38:09 +02:00
										 
									 
								 
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								        DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
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								        return epilog(valid, hit);
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								      }
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								      template<typename Epilog>
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								      static __forceinline bool intersect(const vbool<M>& valid_i,
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								                                          RayK<K>& ray,
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								                                          size_t k,
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								                                          IntersectContext* context,
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								                                          const Points* geom,
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								                                          const Precalculations& pre,
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								                                          const Vec4vf<M>& v0i,
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								                                          const Vec3vf<M>& normal,
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								                                          const Epilog& epilog)
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								      {
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								        vbool<M> valid         = valid_i;
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								        const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
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								        const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
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											2021-05-20 12:49:33 +02:00
										 
									 
								 
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								        const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
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											2021-04-20 18:38:09 +02:00
										 
									 
								 
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								        const Vec3vf<M> center = v0.xyz();
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								        const vfloat<M> radius = v0.w;
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								        vfloat<M> divisor       = dot(Vec3vf<M>(ray_dir), normal);
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								        const vbool<M> parallel = divisor == vfloat<M>(0.f);
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								        valid &= !parallel;
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								        divisor = select(parallel, 1.f, divisor);  // prevent divide by zero
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								        vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor;
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								        valid &= (vfloat<M>(ray.tnear()[k]) <= t) & (t <= vfloat<M>(ray.tfar[k]));
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								        if (unlikely(none(valid)))
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								          return false;
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								        Vec3vf<M> intersection = Vec3vf<M>(ray_org) + Vec3vf<M>(ray_dir) * t;
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								        vfloat<M> dist2        = dot(intersection - center, intersection - center);
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								        valid &= dist2 < radius * radius;
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								        if (unlikely(none(valid)))
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								          return false;
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								        DiscIntersectorHitM<M> hit(zero, zero, t, normal);
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								        return epilog(valid, hit);
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								      }
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								    };
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								  }  // namespace isa
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								}  // namespace embree
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