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		767e374dce
		
	
	
	
	
		
			
			Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
		
			
				
	
	
		
			442 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			442 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2009-2021 Intel Corporation
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| // SPDX-License-Identifier: Apache-2.0
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| 
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| #pragma once
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| 
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| #include "primitive.h"
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| #include "../common/scene.h"
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| 
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| namespace embree
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| {
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|   /* Stores M triangles from an indexed face set */
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|   template <int M>
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|   struct TriangleMi
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|   {
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|     /* Virtual interface to query information about the triangle type */
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|     struct Type : public PrimitiveType
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|     {
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|       const char* name() const;
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|       size_t sizeActive(const char* This) const;
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|       size_t sizeTotal(const char* This) const;
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|       size_t getBytes(const char* This) const;
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|     };
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|     static Type type;
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| 
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|   public:
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| 
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|     /* primitive supports multiple time segments */
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|     static const bool singleTimeSegment = false;
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| 
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|     /* Returns maximum number of stored triangles */
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|     static __forceinline size_t max_size() { return M; }
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| 
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|     /* Returns required number of primitive blocks for N primitives */
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|     static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
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| 
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|   public:
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| 
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|     /* Default constructor */
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|     __forceinline TriangleMi() {  }
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| 
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|     /* Construction from vertices and IDs */
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|     __forceinline TriangleMi(const vuint<M>& v0,
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|                              const vuint<M>& v1,
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|                              const vuint<M>& v2,
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|                              const vuint<M>& geomIDs,
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|                              const vuint<M>& primIDs)
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| #if defined(EMBREE_COMPACT_POLYS)
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|       : geomIDs(geomIDs), primIDs(primIDs) {}
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| #else
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|     : v0_(v0), v1_(v1), v2_(v2), geomIDs(geomIDs), primIDs(primIDs) {}
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| #endif
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| 
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|     /* Returns a mask that tells which triangles are valid */
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|     __forceinline vbool<M> valid() const { return primIDs != vuint<M>(-1); }
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| 
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|     /* Returns if the specified triangle is valid */
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|     __forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; }
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| 
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|     /* Returns the number of stored triangles */
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|     __forceinline size_t size() const { return bsf(~movemask(valid())); }
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| 
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|     /* Returns the geometry IDs */
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|     __forceinline vuint<M> geomID() const { return geomIDs; }
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|     __forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }
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| 
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|     /* Returns the primitive IDs */
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|     __forceinline vuint<M> primID() const { return primIDs; }
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|     __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
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| 
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|     /* Calculate the bounds of the triangles */
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|     __forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const
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|     {
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|       BBox3fa bounds = empty;
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|       for (size_t i=0; i<M && valid(i); i++) {
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|         const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
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|         bounds.extend(mesh->bounds(primID(i),itime));
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|       }
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|       return bounds;
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|     }
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| 
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|     /* Calculate the linear bounds of the primitive */
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|     __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime) {
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|       return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1));
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|     }
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| 
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|     __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps)
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|     {
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|       LBBox3fa allBounds = empty;
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|       for (size_t i=0; i<M && valid(i); i++)
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|       {
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|         const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
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|         allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps));
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|       }
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|       return allBounds;
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|     }
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| 
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|     __forceinline LBBox3fa linearBounds(const Scene *const scene, const BBox1f time_range)
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|     {
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|       LBBox3fa allBounds = empty;
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|       for (size_t i=0; i<M && valid(i); i++)
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|       {
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|         const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
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|         allBounds.extend(mesh->linearBounds(primID(i), time_range));
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|       }
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|       return allBounds;
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|     }
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|     
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|     /* Non-temporal store */
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|     __forceinline static void store_nt(TriangleMi* dst, const TriangleMi& src)
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|     {
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| #if !defined(EMBREE_COMPACT_POLYS)
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|       vuint<M>::store_nt(&dst->v0_,src.v0_);
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|       vuint<M>::store_nt(&dst->v1_,src.v1_);
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|       vuint<M>::store_nt(&dst->v2_,src.v2_);
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| #endif
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|       vuint<M>::store_nt(&dst->geomIDs,src.geomIDs);
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|       vuint<M>::store_nt(&dst->primIDs,src.primIDs);
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|     }
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| 
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|     /* Fill triangle from triangle list */
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|     template<typename PrimRefT>
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|     __forceinline void fill(const PrimRefT* prims, size_t& begin, size_t end, Scene* scene)
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|     {
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|       vuint<M> v0 = zero, v1 = zero, v2 = zero;
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|       vuint<M> geomID = -1, primID = -1;
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|       const PrimRefT* prim = &prims[begin];
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| 
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|       for (size_t i=0; i<M; i++)
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|       {
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|         if (begin<end) {
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|           geomID[i] = prim->geomID();
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|           primID[i] = prim->primID();
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| #if !defined(EMBREE_COMPACT_POLYS)
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|           const TriangleMesh* mesh = scene->get<TriangleMesh>(prim->geomID());
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|           const TriangleMesh::Triangle& tri = mesh->triangle(prim->primID());
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|           unsigned int int_stride = mesh->vertices0.getStride()/4;
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|           v0[i] = tri.v[0] * int_stride;
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|           v1[i] = tri.v[1] * int_stride;
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|           v2[i] = tri.v[2] * int_stride;
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| #endif
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|           begin++;
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|         } else {
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|           assert(i);
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|           if (likely(i > 0)) {
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|             geomID[i] = geomID[0];
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|             primID[i] = -1;
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|             v0[i] = v0[0];
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|             v1[i] = v0[0];
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|             v2[i] = v0[0];
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|           }
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|         }
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|         if (begin<end) prim = &prims[begin];
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|       }
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|       new (this) TriangleMi(v0,v1,v2,geomID,primID); // FIXME: use non temporal store
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|     }
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| 
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|     __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)
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|     {
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|       fill(prims, begin, end, scene);
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|       return linearBounds(scene, itime);
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|     }
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| 
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|     __forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)
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|     {
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|       fill(prims, begin, end, scene);
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|       return linearBounds(scene, time_range);
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|     }
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| 
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|     /* Updates the primitive */
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|     __forceinline BBox3fa update(TriangleMesh* mesh)
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|     {
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|       BBox3fa bounds = empty;
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|       for (size_t i=0; i<M; i++)
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|       {
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|         if (primID(i) == -1) break;
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|         const unsigned int primId = primID(i);
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|         const TriangleMesh::Triangle& tri = mesh->triangle(primId);
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|         const Vec3fa p0 = mesh->vertex(tri.v[0]);
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|         const Vec3fa p1 = mesh->vertex(tri.v[1]);
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|         const Vec3fa p2 = mesh->vertex(tri.v[2]);
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|         bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2)));
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|       }
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|       return bounds;
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|     }
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| 
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|   protected:
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| #if !defined(EMBREE_COMPACT_POLYS)
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|     vuint<M> v0_;         // 4 byte offset of 1st vertex
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|     vuint<M> v1_;         // 4 byte offset of 2nd vertex
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|     vuint<M> v2_;         // 4 byte offset of 3rd vertex
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| #endif
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|     vuint<M> geomIDs;    // geometry ID of mesh
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|     vuint<M> primIDs;    // primitive ID of primitive inside mesh
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|   };
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| 
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|   namespace isa
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|   {
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|     
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|   template<int M>
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|     struct TriangleMi : public embree::TriangleMi<M>
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|   {
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| #if !defined(EMBREE_COMPACT_POLYS)
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|     using embree::TriangleMi<M>::v0_;
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|     using embree::TriangleMi<M>::v1_;
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|     using embree::TriangleMi<M>::v2_;
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| #endif
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|     using embree::TriangleMi<M>::geomIDs;
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|     using embree::TriangleMi<M>::primIDs;
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|     using embree::TriangleMi<M>::geomID;
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|     using embree::TriangleMi<M>::primID;
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|     using embree::TriangleMi<M>::valid;
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|         
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|     /* loads a single vertex */
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|     template<int vid>
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|     __forceinline Vec3f getVertex(const size_t index, const Scene *const scene) const
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|     {
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| #if defined(EMBREE_COMPACT_POLYS)
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|       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
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|       const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
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|       return (Vec3f) mesh->vertices[0][tri.v[vid]];
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| #else
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|       const vuint<M>& v = getVertexOffset<vid>();
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|       const float* vertices = scene->vertices[geomID(index)];
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|       return (Vec3f&) vertices[v[index]];
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| #endif
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|     }
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| 
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|     template<int vid, typename T>
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|     __forceinline Vec3<T> getVertex(const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const
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|     {
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| #if defined(EMBREE_COMPACT_POLYS)
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|       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
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|       const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
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|       const Vec3fa v0 = mesh->vertices[itime+0][tri.v[vid]];
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|       const Vec3fa v1 = mesh->vertices[itime+1][tri.v[vid]];
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| #else
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|       const vuint<M>& v = getVertexOffset<vid>();
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|       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
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|       const float* vertices0 = (const float*) mesh->vertexPtr(0,itime+0);
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|       const float* vertices1 = (const float*) mesh->vertexPtr(0,itime+1);
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|       const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
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|       const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
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| #endif
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|       const Vec3<T> p0(v0.x,v0.y,v0.z);
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|       const Vec3<T> p1(v1.x,v1.y,v1.z);
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|       return lerp(p0,p1,ftime);
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|     }
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| 
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|     template<int vid, int K, typename T>
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|     __forceinline Vec3<T> getVertex(const vbool<K>& valid, const size_t index, const Scene *const scene, const vint<K>& itime, const T& ftime) const
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|     {
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|       Vec3<T> p0, p1;
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|       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
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|       
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|       for (size_t mask=movemask(valid), i=bsf(mask); mask; mask=btc(mask,i), i=bsf(mask))
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|       {
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| #if defined(EMBREE_COMPACT_POLYS)
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|         const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
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|         const Vec3fa v0 = mesh->vertices[itime[i]+0][tri.v[vid]];
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|         const Vec3fa v1 = mesh->vertices[itime[i]+1][tri.v[vid]];
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| #else
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|         const vuint<M>& v = getVertexOffset<vid>();
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|         const float* vertices0 = (const float*) mesh->vertexPtr(0,itime[i]+0);
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|         const float* vertices1 = (const float*) mesh->vertexPtr(0,itime[i]+1);
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|         const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
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|         const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
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| #endif
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|         p0.x[i] = v0.x; p0.y[i] = v0.y; p0.z[i] = v0.z;
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|         p1.x[i] = v1.x; p1.y[i] = v1.y; p1.z[i] = v1.z;
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|       }
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|       return (T(one)-ftime)*p0 + ftime*p1;
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|     }
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| 
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|     struct Triangle {
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|       vfloat4 v0,v1,v2;
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|     };
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|     
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| #if defined(EMBREE_COMPACT_POLYS)
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|     
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|     __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const 
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|     {
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|       const unsigned int geomID = geomIDs[i];
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|       const unsigned int primID = primIDs[i];
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|       if (unlikely(primID == -1)) return { zero, zero, zero };
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|       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID);
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|       const TriangleMesh::Triangle& tri = mesh->triangle(primID);
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|       const vfloat4 v0 = (vfloat4) mesh->vertices0[tri.v[0]];
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|       const vfloat4 v1 = (vfloat4) mesh->vertices0[tri.v[1]];
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|       const vfloat4 v2 = (vfloat4) mesh->vertices0[tri.v[2]];
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|       return { v0, v1, v2 };
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|     }
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| 
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|     __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const 
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|     {
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|       const unsigned int primID = primIDs[i];
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|       if (unlikely(primID == -1)) return { zero, zero, zero };
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|       const TriangleMesh::Triangle& tri = mesh->triangle(primID);
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|       const vfloat4 v0 = (vfloat4) mesh->vertices[itime][tri.v[0]];
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|       const vfloat4 v1 = (vfloat4) mesh->vertices[itime][tri.v[1]];
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|       const vfloat4 v2 = (vfloat4) mesh->vertices[itime][tri.v[2]];
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|       return { v0, v1, v2 };
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|     }
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|     
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| #else
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| 
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|     __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const 
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|     {
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|       const float* vertices = scene->vertices[geomID(i)];
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|       const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
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|       const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
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|       const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
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|       return { v0, v1, v2 };
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|     }
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| 
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|     __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const 
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|     {
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|       const float* vertices = (const float*) mesh->vertexPtr(0,itime);
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|       const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
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|       const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
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|       const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
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|       return { v0, v1, v2 };
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|     }
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|     
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| #endif
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| 
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|     /* Gather the triangles */
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|     __forceinline void gather(Vec3vf<M>& p0, Vec3vf<M>& p1, Vec3vf<M>& p2, const Scene* const scene) const;
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| 
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|     template<int K>
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| #if defined(__INTEL_COMPILER) && (__INTEL_COMPILER < 2000) // workaround for compiler bug in ICC 2019
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|     __noinline
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| #else
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|     __forceinline
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| #endif
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|     void gather(const vbool<K>& valid,
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|                 Vec3vf<K>& p0,
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|                 Vec3vf<K>& p1,
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|                 Vec3vf<K>& p2,
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|                 const size_t index,
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|                 const Scene* const scene,
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|                 const vfloat<K>& time) const
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|     {
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|       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
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| 
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|       vfloat<K> ftime;
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|       const vint<K> itime = mesh->timeSegment<K>(time, ftime);
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| 
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|       const size_t first = bsf(movemask(valid));
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|       if (likely(all(valid,itime[first] == itime)))
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|       {
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|         p0 = getVertex<0>(index, scene, itime[first], ftime);
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|         p1 = getVertex<1>(index, scene, itime[first], ftime);
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|         p2 = getVertex<2>(index, scene, itime[first], ftime);
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|       } else {
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|         p0 = getVertex<0,K>(valid, index, scene, itime, ftime);
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|         p1 = getVertex<1,K>(valid, index, scene, itime, ftime);
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|         p2 = getVertex<2,K>(valid, index, scene, itime, ftime);
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|       }
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|     }
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| 
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|     __forceinline void gather(Vec3vf<M>& p0,
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|                               Vec3vf<M>& p1,
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|                               Vec3vf<M>& p2,
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|                               const TriangleMesh* mesh,
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|                               const Scene *const scene,
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|                               const int itime) const;
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| 
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|     __forceinline void gather(Vec3vf<M>& p0,
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|                               Vec3vf<M>& p1,
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|                               Vec3vf<M>& p2,
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|                               const Scene *const scene,
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|                               const float time) const;
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| 
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| 
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| #if !defined(EMBREE_COMPACT_POLYS)
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|     template<int N> const vuint<M>& getVertexOffset() const;
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| #endif
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|   };
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| 
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| #if !defined(EMBREE_COMPACT_POLYS)
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|   template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<0>() const { return v0_; }
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|   template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<1>() const { return v1_; }
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|   template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<2>() const { return v2_; }
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| #endif
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|   
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|   template<>
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|   __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
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|                                            Vec3vf4& p1,
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|                                            Vec3vf4& p2,
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|                                            const Scene* const scene) const
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|   {
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|     const Triangle tri0 = loadTriangle(0,scene);
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|     const Triangle tri1 = loadTriangle(1,scene);
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|     const Triangle tri2 = loadTriangle(2,scene);
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|     const Triangle tri3 = loadTriangle(3,scene);
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|     transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
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|     transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
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|     transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
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|   }
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| 
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|   template<>
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|   __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
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|                                            Vec3vf4& p1,
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|                                            Vec3vf4& p2,
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|                                            const TriangleMesh* mesh,
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|                                            const Scene *const scene,
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|                                            const int itime) const
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|   {
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|     const Triangle tri0 = loadTriangle(0,itime,mesh);
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|     const Triangle tri1 = loadTriangle(1,itime,mesh);
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|     const Triangle tri2 = loadTriangle(2,itime,mesh);
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|     const Triangle tri3 = loadTriangle(3,itime,mesh);
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|     transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
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|     transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
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|     transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
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|   }
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| 
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|   template<>
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|   __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
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|                                            Vec3vf4& p1,
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|                                            Vec3vf4& p2,
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|                                            const Scene *const scene,
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|                                            const float time) const
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|   {
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|     const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(0)); // in mblur mode all geometries are identical
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| 
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|     float ftime;
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|     const int itime = mesh->timeSegment(time, ftime);
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| 
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|     Vec3vf4 a0,a1,a2; gather(a0,a1,a2,mesh,scene,itime);
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|     Vec3vf4 b0,b1,b2; gather(b0,b1,b2,mesh,scene,itime+1);
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|     p0 = lerp(a0,b0,vfloat4(ftime));
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|     p1 = lerp(a1,b1,vfloat4(ftime));
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|     p2 = lerp(a2,b2,vfloat4(ftime));
 | |
|   }
 | |
|   }
 | |
| 
 | |
|   template<int M>
 | |
|   typename TriangleMi<M>::Type TriangleMi<M>::type;
 | |
| 
 | |
|   typedef TriangleMi<4> Triangle4i;
 | |
| }
 |