warp-lang 1.0.2__py3-none-win_amd64.whl → 1.1.0__py3-none-win_amd64.whl

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Files changed (346) hide show
  1. warp/__init__.py +108 -97
  2. warp/__init__.pyi +1 -1
  3. warp/bin/warp-clang.dll +0 -0
  4. warp/bin/warp.dll +0 -0
  5. warp/build.py +115 -113
  6. warp/build_dll.py +383 -375
  7. warp/builtins.py +3425 -3354
  8. warp/codegen.py +2878 -2792
  9. warp/config.py +40 -36
  10. warp/constants.py +45 -45
  11. warp/context.py +5194 -5102
  12. warp/dlpack.py +442 -442
  13. warp/examples/__init__.py +16 -16
  14. warp/examples/assets/bear.usd +0 -0
  15. warp/examples/assets/bunny.usd +0 -0
  16. warp/examples/assets/cartpole.urdf +110 -110
  17. warp/examples/assets/crazyflie.usd +0 -0
  18. warp/examples/assets/cube.usd +0 -0
  19. warp/examples/assets/nv_ant.xml +92 -92
  20. warp/examples/assets/nv_humanoid.xml +183 -183
  21. warp/examples/assets/quadruped.urdf +267 -267
  22. warp/examples/assets/rocks.nvdb +0 -0
  23. warp/examples/assets/rocks.usd +0 -0
  24. warp/examples/assets/sphere.usd +0 -0
  25. warp/examples/benchmarks/benchmark_api.py +383 -383
  26. warp/examples/benchmarks/benchmark_cloth.py +278 -277
  27. warp/examples/benchmarks/benchmark_cloth_cupy.py +88 -88
  28. warp/examples/benchmarks/benchmark_cloth_jax.py +97 -100
  29. warp/examples/benchmarks/benchmark_cloth_numba.py +146 -142
  30. warp/examples/benchmarks/benchmark_cloth_numpy.py +77 -77
  31. warp/examples/benchmarks/benchmark_cloth_pytorch.py +86 -86
  32. warp/examples/benchmarks/benchmark_cloth_taichi.py +112 -112
  33. warp/examples/benchmarks/benchmark_cloth_warp.py +146 -146
  34. warp/examples/benchmarks/benchmark_launches.py +295 -295
  35. warp/examples/browse.py +29 -29
  36. warp/examples/core/example_dem.py +234 -219
  37. warp/examples/core/example_fluid.py +293 -267
  38. warp/examples/core/example_graph_capture.py +144 -126
  39. warp/examples/core/example_marching_cubes.py +188 -174
  40. warp/examples/core/example_mesh.py +174 -155
  41. warp/examples/core/example_mesh_intersect.py +205 -193
  42. warp/examples/core/example_nvdb.py +176 -170
  43. warp/examples/core/example_raycast.py +105 -90
  44. warp/examples/core/example_raymarch.py +199 -178
  45. warp/examples/core/example_render_opengl.py +185 -141
  46. warp/examples/core/example_sph.py +405 -387
  47. warp/examples/core/example_torch.py +222 -181
  48. warp/examples/core/example_wave.py +263 -248
  49. warp/examples/fem/bsr_utils.py +378 -380
  50. warp/examples/fem/example_apic_fluid.py +407 -389
  51. warp/examples/fem/example_convection_diffusion.py +182 -168
  52. warp/examples/fem/example_convection_diffusion_dg.py +219 -209
  53. warp/examples/fem/example_convection_diffusion_dg0.py +204 -194
  54. warp/examples/fem/example_deformed_geometry.py +177 -159
  55. warp/examples/fem/example_diffusion.py +201 -173
  56. warp/examples/fem/example_diffusion_3d.py +177 -152
  57. warp/examples/fem/example_diffusion_mgpu.py +221 -214
  58. warp/examples/fem/example_mixed_elasticity.py +244 -222
  59. warp/examples/fem/example_navier_stokes.py +259 -243
  60. warp/examples/fem/example_stokes.py +220 -192
  61. warp/examples/fem/example_stokes_transfer.py +265 -249
  62. warp/examples/fem/mesh_utils.py +133 -109
  63. warp/examples/fem/plot_utils.py +292 -287
  64. warp/examples/optim/example_bounce.py +260 -246
  65. warp/examples/optim/example_cloth_throw.py +222 -209
  66. warp/examples/optim/example_diffray.py +566 -536
  67. warp/examples/optim/example_drone.py +864 -835
  68. warp/examples/optim/example_inverse_kinematics.py +176 -168
  69. warp/examples/optim/example_inverse_kinematics_torch.py +185 -169
  70. warp/examples/optim/example_spring_cage.py +239 -231
  71. warp/examples/optim/example_trajectory.py +223 -199
  72. warp/examples/optim/example_walker.py +306 -293
  73. warp/examples/sim/example_cartpole.py +139 -129
  74. warp/examples/sim/example_cloth.py +196 -186
  75. warp/examples/sim/example_granular.py +124 -111
  76. warp/examples/sim/example_granular_collision_sdf.py +197 -186
  77. warp/examples/sim/example_jacobian_ik.py +236 -214
  78. warp/examples/sim/example_particle_chain.py +118 -105
  79. warp/examples/sim/example_quadruped.py +193 -180
  80. warp/examples/sim/example_rigid_chain.py +197 -187
  81. warp/examples/sim/example_rigid_contact.py +189 -177
  82. warp/examples/sim/example_rigid_force.py +127 -125
  83. warp/examples/sim/example_rigid_gyroscopic.py +109 -95
  84. warp/examples/sim/example_rigid_soft_contact.py +134 -122
  85. warp/examples/sim/example_soft_body.py +190 -177
  86. warp/fabric.py +337 -335
  87. warp/fem/__init__.py +60 -27
  88. warp/fem/cache.py +401 -388
  89. warp/fem/dirichlet.py +178 -179
  90. warp/fem/domain.py +262 -263
  91. warp/fem/field/__init__.py +100 -101
  92. warp/fem/field/field.py +148 -149
  93. warp/fem/field/nodal_field.py +298 -299
  94. warp/fem/field/restriction.py +22 -21
  95. warp/fem/field/test.py +180 -181
  96. warp/fem/field/trial.py +183 -183
  97. warp/fem/geometry/__init__.py +15 -19
  98. warp/fem/geometry/closest_point.py +69 -70
  99. warp/fem/geometry/deformed_geometry.py +270 -271
  100. warp/fem/geometry/element.py +744 -744
  101. warp/fem/geometry/geometry.py +184 -186
  102. warp/fem/geometry/grid_2d.py +380 -373
  103. warp/fem/geometry/grid_3d.py +441 -435
  104. warp/fem/geometry/hexmesh.py +953 -953
  105. warp/fem/geometry/partition.py +374 -376
  106. warp/fem/geometry/quadmesh_2d.py +532 -532
  107. warp/fem/geometry/tetmesh.py +840 -840
  108. warp/fem/geometry/trimesh_2d.py +577 -577
  109. warp/fem/integrate.py +1630 -1615
  110. warp/fem/operator.py +190 -191
  111. warp/fem/polynomial.py +214 -213
  112. warp/fem/quadrature/__init__.py +2 -2
  113. warp/fem/quadrature/pic_quadrature.py +243 -245
  114. warp/fem/quadrature/quadrature.py +295 -294
  115. warp/fem/space/__init__.py +294 -292
  116. warp/fem/space/basis_space.py +488 -489
  117. warp/fem/space/collocated_function_space.py +100 -105
  118. warp/fem/space/dof_mapper.py +236 -236
  119. warp/fem/space/function_space.py +148 -145
  120. warp/fem/space/grid_2d_function_space.py +267 -267
  121. warp/fem/space/grid_3d_function_space.py +305 -306
  122. warp/fem/space/hexmesh_function_space.py +350 -352
  123. warp/fem/space/partition.py +350 -350
  124. warp/fem/space/quadmesh_2d_function_space.py +368 -369
  125. warp/fem/space/restriction.py +158 -160
  126. warp/fem/space/shape/__init__.py +13 -15
  127. warp/fem/space/shape/cube_shape_function.py +738 -738
  128. warp/fem/space/shape/shape_function.py +102 -103
  129. warp/fem/space/shape/square_shape_function.py +611 -611
  130. warp/fem/space/shape/tet_shape_function.py +565 -567
  131. warp/fem/space/shape/triangle_shape_function.py +429 -429
  132. warp/fem/space/tetmesh_function_space.py +294 -292
  133. warp/fem/space/topology.py +297 -295
  134. warp/fem/space/trimesh_2d_function_space.py +223 -221
  135. warp/fem/types.py +77 -77
  136. warp/fem/utils.py +495 -495
  137. warp/jax.py +166 -141
  138. warp/jax_experimental.py +341 -339
  139. warp/native/array.h +1072 -1025
  140. warp/native/builtin.h +1560 -1560
  141. warp/native/bvh.cpp +398 -398
  142. warp/native/bvh.cu +525 -525
  143. warp/native/bvh.h +429 -429
  144. warp/native/clang/clang.cpp +495 -464
  145. warp/native/crt.cpp +31 -31
  146. warp/native/crt.h +334 -334
  147. warp/native/cuda_crt.h +1049 -1049
  148. warp/native/cuda_util.cpp +549 -540
  149. warp/native/cuda_util.h +288 -203
  150. warp/native/cutlass_gemm.cpp +34 -34
  151. warp/native/cutlass_gemm.cu +372 -372
  152. warp/native/error.cpp +66 -66
  153. warp/native/error.h +27 -27
  154. warp/native/fabric.h +228 -228
  155. warp/native/hashgrid.cpp +301 -278
  156. warp/native/hashgrid.cu +78 -77
  157. warp/native/hashgrid.h +227 -227
  158. warp/native/initializer_array.h +32 -32
  159. warp/native/intersect.h +1204 -1204
  160. warp/native/intersect_adj.h +365 -365
  161. warp/native/intersect_tri.h +322 -322
  162. warp/native/marching.cpp +2 -2
  163. warp/native/marching.cu +497 -497
  164. warp/native/marching.h +2 -2
  165. warp/native/mat.h +1498 -1498
  166. warp/native/matnn.h +333 -333
  167. warp/native/mesh.cpp +203 -203
  168. warp/native/mesh.cu +293 -293
  169. warp/native/mesh.h +1887 -1887
  170. warp/native/nanovdb/NanoVDB.h +4782 -4782
  171. warp/native/nanovdb/PNanoVDB.h +2553 -2553
  172. warp/native/nanovdb/PNanoVDBWrite.h +294 -294
  173. warp/native/noise.h +850 -850
  174. warp/native/quat.h +1084 -1084
  175. warp/native/rand.h +299 -299
  176. warp/native/range.h +108 -108
  177. warp/native/reduce.cpp +156 -156
  178. warp/native/reduce.cu +348 -348
  179. warp/native/runlength_encode.cpp +61 -61
  180. warp/native/runlength_encode.cu +46 -46
  181. warp/native/scan.cpp +30 -30
  182. warp/native/scan.cu +36 -36
  183. warp/native/scan.h +7 -7
  184. warp/native/solid_angle.h +442 -442
  185. warp/native/sort.cpp +94 -94
  186. warp/native/sort.cu +97 -97
  187. warp/native/sort.h +14 -14
  188. warp/native/sparse.cpp +337 -337
  189. warp/native/sparse.cu +544 -544
  190. warp/native/spatial.h +630 -630
  191. warp/native/svd.h +562 -562
  192. warp/native/temp_buffer.h +30 -30
  193. warp/native/vec.h +1132 -1132
  194. warp/native/volume.cpp +297 -297
  195. warp/native/volume.cu +32 -32
  196. warp/native/volume.h +538 -538
  197. warp/native/volume_builder.cu +425 -425
  198. warp/native/volume_builder.h +19 -19
  199. warp/native/warp.cpp +1057 -1052
  200. warp/native/warp.cu +2943 -2828
  201. warp/native/warp.h +313 -305
  202. warp/optim/__init__.py +9 -9
  203. warp/optim/adam.py +120 -120
  204. warp/optim/linear.py +1104 -939
  205. warp/optim/sgd.py +104 -92
  206. warp/render/__init__.py +10 -10
  207. warp/render/render_opengl.py +3217 -3204
  208. warp/render/render_usd.py +768 -749
  209. warp/render/utils.py +152 -150
  210. warp/sim/__init__.py +52 -59
  211. warp/sim/articulation.py +685 -685
  212. warp/sim/collide.py +1594 -1590
  213. warp/sim/import_mjcf.py +489 -481
  214. warp/sim/import_snu.py +220 -221
  215. warp/sim/import_urdf.py +536 -516
  216. warp/sim/import_usd.py +887 -881
  217. warp/sim/inertia.py +316 -317
  218. warp/sim/integrator.py +234 -233
  219. warp/sim/integrator_euler.py +1956 -1956
  220. warp/sim/integrator_featherstone.py +1910 -1991
  221. warp/sim/integrator_xpbd.py +3294 -3312
  222. warp/sim/model.py +4473 -4314
  223. warp/sim/particles.py +113 -112
  224. warp/sim/render.py +417 -403
  225. warp/sim/utils.py +413 -410
  226. warp/sparse.py +1227 -1227
  227. warp/stubs.py +2109 -2469
  228. warp/tape.py +1162 -225
  229. warp/tests/__init__.py +1 -1
  230. warp/tests/__main__.py +4 -4
  231. warp/tests/assets/torus.usda +105 -105
  232. warp/tests/aux_test_class_kernel.py +26 -26
  233. warp/tests/aux_test_compile_consts_dummy.py +10 -10
  234. warp/tests/aux_test_conditional_unequal_types_kernels.py +21 -21
  235. warp/tests/aux_test_dependent.py +22 -22
  236. warp/tests/aux_test_grad_customs.py +23 -23
  237. warp/tests/aux_test_reference.py +11 -11
  238. warp/tests/aux_test_reference_reference.py +10 -10
  239. warp/tests/aux_test_square.py +17 -17
  240. warp/tests/aux_test_unresolved_func.py +14 -14
  241. warp/tests/aux_test_unresolved_symbol.py +14 -14
  242. warp/tests/disabled_kinematics.py +239 -239
  243. warp/tests/run_coverage_serial.py +31 -31
  244. warp/tests/test_adam.py +157 -157
  245. warp/tests/test_arithmetic.py +1124 -1124
  246. warp/tests/test_array.py +2417 -2326
  247. warp/tests/test_array_reduce.py +150 -150
  248. warp/tests/test_async.py +668 -656
  249. warp/tests/test_atomic.py +141 -141
  250. warp/tests/test_bool.py +204 -149
  251. warp/tests/test_builtins_resolution.py +1292 -1292
  252. warp/tests/test_bvh.py +164 -171
  253. warp/tests/test_closest_point_edge_edge.py +228 -228
  254. warp/tests/test_codegen.py +566 -553
  255. warp/tests/test_compile_consts.py +97 -101
  256. warp/tests/test_conditional.py +246 -246
  257. warp/tests/test_copy.py +232 -215
  258. warp/tests/test_ctypes.py +632 -632
  259. warp/tests/test_dense.py +67 -67
  260. warp/tests/test_devices.py +91 -98
  261. warp/tests/test_dlpack.py +530 -529
  262. warp/tests/test_examples.py +400 -378
  263. warp/tests/test_fabricarray.py +955 -955
  264. warp/tests/test_fast_math.py +62 -54
  265. warp/tests/test_fem.py +1277 -1278
  266. warp/tests/test_fp16.py +130 -130
  267. warp/tests/test_func.py +338 -337
  268. warp/tests/test_generics.py +571 -571
  269. warp/tests/test_grad.py +746 -640
  270. warp/tests/test_grad_customs.py +333 -336
  271. warp/tests/test_hash_grid.py +210 -164
  272. warp/tests/test_import.py +39 -39
  273. warp/tests/test_indexedarray.py +1134 -1134
  274. warp/tests/test_intersect.py +67 -67
  275. warp/tests/test_jax.py +307 -307
  276. warp/tests/test_large.py +167 -164
  277. warp/tests/test_launch.py +354 -354
  278. warp/tests/test_lerp.py +261 -261
  279. warp/tests/test_linear_solvers.py +191 -171
  280. warp/tests/test_lvalue.py +421 -493
  281. warp/tests/test_marching_cubes.py +65 -65
  282. warp/tests/test_mat.py +1801 -1827
  283. warp/tests/test_mat_lite.py +115 -115
  284. warp/tests/test_mat_scalar_ops.py +2907 -2889
  285. warp/tests/test_math.py +126 -193
  286. warp/tests/test_matmul.py +500 -499
  287. warp/tests/test_matmul_lite.py +410 -410
  288. warp/tests/test_mempool.py +188 -190
  289. warp/tests/test_mesh.py +284 -324
  290. warp/tests/test_mesh_query_aabb.py +228 -241
  291. warp/tests/test_mesh_query_point.py +692 -702
  292. warp/tests/test_mesh_query_ray.py +292 -303
  293. warp/tests/test_mlp.py +276 -276
  294. warp/tests/test_model.py +110 -110
  295. warp/tests/test_modules_lite.py +39 -39
  296. warp/tests/test_multigpu.py +163 -163
  297. warp/tests/test_noise.py +248 -248
  298. warp/tests/test_operators.py +250 -250
  299. warp/tests/test_options.py +123 -125
  300. warp/tests/test_peer.py +133 -137
  301. warp/tests/test_pinned.py +78 -78
  302. warp/tests/test_print.py +54 -54
  303. warp/tests/test_quat.py +2086 -2086
  304. warp/tests/test_rand.py +288 -288
  305. warp/tests/test_reload.py +217 -217
  306. warp/tests/test_rounding.py +179 -179
  307. warp/tests/test_runlength_encode.py +190 -190
  308. warp/tests/test_sim_grad.py +243 -0
  309. warp/tests/test_sim_kinematics.py +91 -97
  310. warp/tests/test_smoothstep.py +168 -168
  311. warp/tests/test_snippet.py +305 -266
  312. warp/tests/test_sparse.py +468 -460
  313. warp/tests/test_spatial.py +2148 -2148
  314. warp/tests/test_streams.py +486 -473
  315. warp/tests/test_struct.py +710 -675
  316. warp/tests/test_tape.py +173 -148
  317. warp/tests/test_torch.py +743 -743
  318. warp/tests/test_transient_module.py +87 -87
  319. warp/tests/test_types.py +556 -659
  320. warp/tests/test_utils.py +490 -499
  321. warp/tests/test_vec.py +1264 -1268
  322. warp/tests/test_vec_lite.py +73 -73
  323. warp/tests/test_vec_scalar_ops.py +2099 -2099
  324. warp/tests/test_verify_fp.py +94 -94
  325. warp/tests/test_volume.py +737 -736
  326. warp/tests/test_volume_write.py +255 -265
  327. warp/tests/unittest_serial.py +37 -37
  328. warp/tests/unittest_suites.py +363 -359
  329. warp/tests/unittest_utils.py +603 -578
  330. warp/tests/unused_test_misc.py +71 -71
  331. warp/tests/walkthrough_debug.py +85 -85
  332. warp/thirdparty/appdirs.py +598 -598
  333. warp/thirdparty/dlpack.py +143 -143
  334. warp/thirdparty/unittest_parallel.py +566 -561
  335. warp/torch.py +321 -295
  336. warp/types.py +4504 -4450
  337. warp/utils.py +1008 -821
  338. {warp_lang-1.0.2.dist-info → warp_lang-1.1.0.dist-info}/LICENSE.md +126 -126
  339. {warp_lang-1.0.2.dist-info → warp_lang-1.1.0.dist-info}/METADATA +338 -400
  340. warp_lang-1.1.0.dist-info/RECORD +352 -0
  341. warp/examples/assets/cube.usda +0 -42
  342. warp/examples/assets/sphere.usda +0 -56
  343. warp/examples/assets/torus.usda +0 -105
  344. warp_lang-1.0.2.dist-info/RECORD +0 -352
  345. {warp_lang-1.0.2.dist-info → warp_lang-1.1.0.dist-info}/WHEEL +0 -0
  346. {warp_lang-1.0.2.dist-info → warp_lang-1.1.0.dist-info}/top_level.txt +0 -0
warp/native/intersect.h CHANGED
@@ -1,1204 +1,1204 @@
1
- /** Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
2
- * NVIDIA CORPORATION and its licensors retain all intellectual property
3
- * and proprietary rights in and to this software, related documentation
4
- * and any modifications thereto. Any use, reproduction, disclosure or
5
- * distribution of this software and related documentation without an express
6
- * license agreement from NVIDIA CORPORATION is strictly prohibited.
7
- */
8
-
9
- #pragma once
10
-
11
- #include "builtin.h"
12
-
13
- namespace wp
14
- {
15
-
16
- CUDA_CALLABLE inline vec3 closest_point_to_aabb(const vec3& p, const vec3& lower, const vec3& upper)
17
- {
18
- vec3 c;
19
-
20
- {
21
- float v = p[0];
22
- if (v < lower[0]) v = lower[0];
23
- if (v > upper[0]) v = upper[0];
24
- c[0] = v;
25
- }
26
-
27
- {
28
- float v = p[1];
29
- if (v < lower[1]) v = lower[1];
30
- if (v > upper[1]) v = upper[1];
31
- c[1] = v;
32
- }
33
-
34
- {
35
- float v = p[2];
36
- if (v < lower[2]) v = lower[2];
37
- if (v > upper[2]) v = upper[2];
38
- c[2] = v;
39
- }
40
-
41
- return c;
42
- }
43
-
44
- CUDA_CALLABLE inline vec2 closest_point_to_triangle(const vec3& a, const vec3& b, const vec3& c, const vec3& p)
45
- {
46
- vec3 ab = b-a;
47
- vec3 ac = c-a;
48
- vec3 ap = p-a;
49
-
50
- float u, v, w;
51
- float d1 = dot(ab, ap);
52
- float d2 = dot(ac, ap);
53
- if (d1 <= 0.0f && d2 <= 0.0f)
54
- {
55
- v = 0.0f;
56
- w = 0.0f;
57
- u = 1.0f - v - w;
58
- return vec2(u, v);
59
- }
60
-
61
- vec3 bp = p-b;
62
- float d3 = dot(ab, bp);
63
- float d4 = dot(ac, bp);
64
- if (d3 >= 0.0f && d4 <= d3)
65
- {
66
- v = 1.0f;
67
- w = 0.0f;
68
- u = 1.0f - v - w;
69
- return vec2(u, v);
70
- }
71
-
72
- float vc = d1*d4 - d3*d2;
73
- if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f)
74
- {
75
- v = d1 / (d1-d3);
76
- w = 0.0f;
77
- u = 1.0f - v - w;
78
- return vec2(u, v);
79
- }
80
-
81
- vec3 cp = p-c;
82
- float d5 = dot(ab, cp);
83
- float d6 = dot(ac, cp);
84
- if (d6 >= 0.0f && d5 <= d6)
85
- {
86
- v = 0.0f;
87
- w = 1.0f;
88
- u = 1.0f - v - w;
89
- return vec2(u, v);
90
- }
91
-
92
- float vb = d5*d2 - d1*d6;
93
- if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f)
94
- {
95
- v = 0.0f;
96
- w = d2 / (d2 - d6);
97
- u = 1.0f - v - w;
98
- return vec2(u, v);
99
- }
100
-
101
- float va = d3*d6 - d5*d4;
102
- if (va <= 0.0f && (d4 -d3) >= 0.0f && (d5-d6) >= 0.0f)
103
- {
104
- w = (d4-d3)/((d4-d3) + (d5-d6));
105
- v = 1.0f - w;
106
- u = 1.0f - v - w;
107
- return vec2(u, v);
108
- }
109
-
110
- float denom = 1.0f / (va + vb + vc);
111
- v = vb * denom;
112
- w = vc * denom;
113
- u = 1.0f - v - w;
114
- return vec2(u, v);
115
- }
116
-
117
- CUDA_CALLABLE inline vec2 furthest_point_to_triangle(const vec3& a, const vec3& b, const vec3& c, const vec3& p)
118
- {
119
- vec3 pa = p-a;
120
- vec3 pb = p-b;
121
- vec3 pc = p-c;
122
- float dist_a = dot(pa, pa);
123
- float dist_b = dot(pb, pb);
124
- float dist_c = dot(pc, pc);
125
-
126
- if (dist_a > dist_b && dist_a > dist_c)
127
- return vec2(1.0f, 0.0f); // a is furthest
128
- if (dist_b > dist_c)
129
- return vec2(0.0f, 1.0f); // b is furthest
130
- return vec2(0.0f, 0.0f); // c is furthest
131
- }
132
-
133
- CUDA_CALLABLE inline bool intersect_ray_aabb(const vec3& pos, const vec3& rcp_dir, const vec3& lower, const vec3& upper, float& t)
134
- {
135
- float l1, l2, lmin, lmax;
136
-
137
- l1 = (lower[0] - pos[0]) * rcp_dir[0];
138
- l2 = (upper[0] - pos[0]) * rcp_dir[0];
139
- lmin = min(l1,l2);
140
- lmax = max(l1,l2);
141
-
142
- l1 = (lower[1] - pos[1]) * rcp_dir[1];
143
- l2 = (upper[1] - pos[1]) * rcp_dir[1];
144
- lmin = max(min(l1,l2), lmin);
145
- lmax = min(max(l1,l2), lmax);
146
-
147
- l1 = (lower[2] - pos[2]) * rcp_dir[2];
148
- l2 = (upper[2] - pos[2]) * rcp_dir[2];
149
- lmin = max(min(l1,l2), lmin);
150
- lmax = min(max(l1,l2), lmax);
151
-
152
- bool hit = ((lmax >= 0.f) & (lmax >= lmin));
153
- if (hit)
154
- t = lmin;
155
-
156
- return hit;
157
- }
158
-
159
-
160
- // Moller and Trumbore's method
161
- CUDA_CALLABLE inline bool intersect_ray_tri_moller(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& w, float& sign, vec3* normal)
162
- {
163
- vec3 ab = b - a;
164
- vec3 ac = c - a;
165
- vec3 n = cross(ab, ac);
166
-
167
- float d = dot(-dir, n);
168
- float ood = 1.0f / d; // No need to check for division by zero here as infinity arithmetic will save us...
169
- vec3 ap = p - a;
170
-
171
- t = dot(ap, n) * ood;
172
- if (t < 0.0f)
173
- return false;
174
-
175
- vec3 e = cross(-dir, ap);
176
- v = dot(ac, e) * ood;
177
- if (v < 0.0f || v > 1.0f) // ...here...
178
- return false;
179
- w = -dot(ab, e) * ood;
180
- if (w < 0.0f || (v + w) > 1.0f) // ...and here
181
- return false;
182
-
183
- u = 1.0f - v - w;
184
- if (normal)
185
- *normal = n;
186
-
187
- sign = d;
188
-
189
- return true;
190
- }
191
-
192
-
193
- CUDA_CALLABLE inline bool intersect_ray_tri_rtcd(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& w, float& sign, vec3* normal)
194
- {
195
- const vec3 ab = b-a;
196
- const vec3 ac = c-a;
197
-
198
- // calculate normal
199
- vec3 n = cross(ab, ac);
200
-
201
- // need to solve a system of three equations to give t, u, v
202
- float d = dot(-dir, n);
203
-
204
- // if dir is parallel to triangle plane or points away from triangle
205
- if (d <= 0.0f)
206
- return false;
207
-
208
- vec3 ap = p-a;
209
- t = dot(ap, n);
210
-
211
- // ignores tris behind
212
- if (t < 0.0f)
213
- return false;
214
-
215
- // compute barycentric coordinates
216
- vec3 e = cross(-dir, ap);
217
- v = dot(ac, e);
218
- if (v < 0.0f || v > d) return false;
219
-
220
- w = -dot(ab, e);
221
- if (w < 0.0f || v + w > d) return false;
222
-
223
- float ood = 1.0f / d;
224
- t *= ood;
225
- v *= ood;
226
- w *= ood;
227
- u = 1.0f-v-w;
228
-
229
- // optionally write out normal (todo: this branch is a performance concern, should probably remove)
230
- if (normal)
231
- *normal = n;
232
-
233
- return true;
234
- }
235
-
236
- #ifndef __CUDA_ARCH__
237
-
238
- // these are provided as built-ins by CUDA
239
- inline float __int_as_float(int i)
240
- {
241
- return *(float*)(&i);
242
- }
243
-
244
- inline int __float_as_int(float f)
245
- {
246
- return *(int*)(&f);
247
- }
248
-
249
- #endif
250
-
251
-
252
- CUDA_CALLABLE inline float xorf(float x, int y)
253
- {
254
- return __int_as_float(__float_as_int(x) ^ y);
255
- }
256
-
257
- CUDA_CALLABLE inline int sign_mask(float x)
258
- {
259
- return __float_as_int(x) & 0x80000000;
260
- }
261
-
262
- CUDA_CALLABLE inline int max_dim(vec3 a)
263
- {
264
- float x = abs(a[0]);
265
- float y = abs(a[1]);
266
- float z = abs(a[2]);
267
-
268
- return longest_axis(vec3(x, y, z));
269
- }
270
-
271
- // computes the difference of products a*b - c*d using
272
- // FMA instructions for improved numerical precision
273
- CUDA_CALLABLE inline float diff_product(float a, float b, float c, float d)
274
- {
275
- float cd = c * d;
276
- float diff = fmaf(a, b, -cd);
277
- float error = fmaf(-c, d, cd);
278
-
279
- return diff + error;
280
- }
281
-
282
- // http://jcgt.org/published/0002/01/05/
283
- CUDA_CALLABLE inline bool intersect_ray_tri_woop(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& sign, vec3* normal)
284
- {
285
- // todo: precompute for ray
286
-
287
- int kz = max_dim(dir);
288
- int kx = kz+1; if (kx == 3) kx = 0;
289
- int ky = kx+1; if (ky == 3) ky = 0;
290
-
291
- if (dir[kz] < 0.0f)
292
- {
293
- float tmp = kx;
294
- kx = ky;
295
- ky = tmp;
296
- }
297
-
298
- float Sx = dir[kx]/dir[kz];
299
- float Sy = dir[ky]/dir[kz];
300
- float Sz = 1.0f/dir[kz];
301
-
302
- // todo: end precompute
303
-
304
- const vec3 A = a-p;
305
- const vec3 B = b-p;
306
- const vec3 C = c-p;
307
-
308
- const float Ax = A[kx] - Sx*A[kz];
309
- const float Ay = A[ky] - Sy*A[kz];
310
- const float Bx = B[kx] - Sx*B[kz];
311
- const float By = B[ky] - Sy*B[kz];
312
- const float Cx = C[kx] - Sx*C[kz];
313
- const float Cy = C[ky] - Sy*C[kz];
314
-
315
- float U = diff_product(Cx, By, Cy, Bx);
316
- float V = diff_product(Ax, Cy, Ay, Cx);
317
- float W = diff_product(Bx, Ay, By, Ax);
318
-
319
- if (U == 0.0f || V == 0.0f || W == 0.0f)
320
- {
321
- double CxBy = (double)Cx*(double)By;
322
- double CyBx = (double)Cy*(double)Bx;
323
- U = (float)(CxBy - CyBx);
324
- double AxCy = (double)Ax*(double)Cy;
325
- double AyCx = (double)Ay*(double)Cx;
326
- V = (float)(AxCy - AyCx);
327
- double BxAy = (double)Bx*(double)Ay;
328
- double ByAx = (double)By*(double)Ax;
329
- W = (float)(BxAy - ByAx);
330
- }
331
-
332
- if ((U<0.0f || V<0.0f || W<0.0f) && (U>0.0f || V>0.0f || W>0.0f))
333
- {
334
- return false;
335
- }
336
-
337
- float det = U+V+W;
338
-
339
- if (det == 0.0f)
340
- {
341
- return false;
342
- }
343
-
344
- const float Az = Sz*A[kz];
345
- const float Bz = Sz*B[kz];
346
- const float Cz = Sz*C[kz];
347
- const float T = U*Az + V*Bz + W*Cz;
348
-
349
- int det_sign = sign_mask(det);
350
- if (xorf(T,det_sign) < 0.0f)// || xorf(T,det_sign) > hit.t * xorf(det, det_sign)) // early out if hit.t is specified
351
- {
352
- return false;
353
- }
354
-
355
- const float rcpDet = 1.0f/det;
356
- u = U*rcpDet;
357
- v = V*rcpDet;
358
- t = T*rcpDet;
359
- sign = det;
360
-
361
- // optionally write out normal (todo: this branch is a performance concern, should probably remove)
362
- if (normal)
363
- {
364
- const vec3 ab = b-a;
365
- const vec3 ac = c-a;
366
-
367
- // calculate normal
368
- *normal = cross(ab, ac);
369
- }
370
-
371
- return true;
372
- }
373
-
374
- CUDA_CALLABLE inline void adj_intersect_ray_tri_woop(
375
- const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float t, float u, float v, float sign, const vec3& normal,
376
- vec3& adj_p, vec3& adj_dir, vec3& adj_a, vec3& adj_b, vec3& adj_c, float& adj_t, float& adj_u, float& adj_v, float& adj_sign, vec3& adj_normal, bool& adj_ret)
377
- {
378
-
379
- // todo: precompute for ray
380
-
381
- int kz = max_dim(dir);
382
- int kx = kz+1; if (kx == 3) kx = 0;
383
- int ky = kx+1; if (ky == 3) ky = 0;
384
-
385
- if (dir[kz] < 0.0f)
386
- {
387
- float tmp = kx;
388
- kx = ky;
389
- ky = tmp;
390
- }
391
-
392
- const float Dx = dir[kx];
393
- const float Dy = dir[ky];
394
- const float Dz = dir[kz];
395
-
396
- const float Sx = dir[kx]/dir[kz];
397
- const float Sy = dir[ky]/dir[kz];
398
- const float Sz = 1.0f/dir[kz];
399
-
400
- // todo: end precompute
401
-
402
- const vec3 A = a-p;
403
- const vec3 B = b-p;
404
- const vec3 C = c-p;
405
-
406
- const float Ax = A[kx] - Sx*A[kz];
407
- const float Ay = A[ky] - Sy*A[kz];
408
- const float Bx = B[kx] - Sx*B[kz];
409
- const float By = B[ky] - Sy*B[kz];
410
- const float Cx = C[kx] - Sx*C[kz];
411
- const float Cy = C[ky] - Sy*C[kz];
412
-
413
- float U = Cx*By - Cy*Bx;
414
- float V = Ax*Cy - Ay*Cx;
415
- float W = Bx*Ay - By*Ax;
416
-
417
- if (U == 0.0f || V == 0.0f || W == 0.0f)
418
- {
419
- double CxBy = (double)Cx*(double)By;
420
- double CyBx = (double)Cy*(double)Bx;
421
- U = (float)(CxBy - CyBx);
422
- double AxCy = (double)Ax*(double)Cy;
423
- double AyCx = (double)Ay*(double)Cx;
424
- V = (float)(AxCy - AyCx);
425
- double BxAy = (double)Bx*(double)Ay;
426
- double ByAx = (double)By*(double)Ax;
427
- W = (float)(BxAy - ByAx);
428
- }
429
-
430
- if ((U<0.0f || V<0.0f || W<0.0f) && (U>0.0f || V>0.0f || W>0.0f))
431
- return;
432
-
433
- float det = U+V+W;
434
-
435
- if (det == 0.0f)
436
- return;
437
-
438
- const float Az = Sz*A[kz];
439
- const float Bz = Sz*B[kz];
440
- const float Cz = Sz*C[kz];
441
- const float T = U*Az + V*Bz + W*Cz;
442
-
443
- int det_sign = sign_mask(det);
444
- if (xorf(T,det_sign) < 0.0f)// || xorf(T,det_sign) > hit.t * xorf(det, det_sign)) // early out if hit.t is specified
445
- return;
446
-
447
- const float rcpDet = (1.f / det);
448
- const float rcpDetSq = rcpDet * rcpDet;
449
-
450
- // adj_p
451
-
452
- const float dAx_dpx = -1.f;
453
- const float dBx_dpx = -1.f;
454
- const float dCx_dpx = -1.f;
455
- const float dAy_dpx = 0.f;
456
- const float dBy_dpx = 0.f;
457
- const float dCy_dpx = 0.f;
458
- const float dAz_dpx = 0.f;
459
- const float dBz_dpx = 0.f;
460
- const float dCz_dpx = 0.f;
461
-
462
- const float dAx_dpy = 0.f;
463
- const float dBx_dpy = 0.f;
464
- const float dCx_dpy = 0.f;
465
- const float dAy_dpy = -1.f;
466
- const float dBy_dpy = -1.f;
467
- const float dCy_dpy = -1.f;
468
- const float dAz_dpy = 0.f;
469
- const float dBz_dpy = 0.f;
470
- const float dCz_dpy = 0.f;
471
-
472
- const float dAx_dpz = Sx;
473
- const float dBx_dpz = Sx;
474
- const float dCx_dpz = Sx;
475
- const float dAy_dpz = Sy;
476
- const float dBy_dpz = Sy;
477
- const float dCy_dpz = Sy;
478
- const float dAz_dpz = -Sz;
479
- const float dBz_dpz = -Sz;
480
- const float dCz_dpz = -Sz;
481
-
482
- const float dU_dpx = Cx * dBy_dpx + By * dCx_dpx - Cy * dBx_dpx - Bx * dCy_dpx;
483
- const float dU_dpy = Cx * dBy_dpy + By * dCx_dpy - Cy * dBx_dpy - Bx * dCy_dpy;
484
- const float dU_dpz = Cx * dBy_dpz + By * dCx_dpz - Cy * dBx_dpz - Bx * dCy_dpz;
485
- const vec3 dU_dp = vec3(dU_dpx, dU_dpy, dU_dpz);
486
-
487
- const float dV_dpx = Ax * dCy_dpx + Cy * dAx_dpx - Ay * dCx_dpx - Cx * dAy_dpx;
488
- const float dV_dpy = Ax * dCy_dpy + Cy * dAx_dpy - Ay * dCx_dpy - Cx * dAy_dpy;
489
- const float dV_dpz = Ax * dCy_dpz + Cy * dAx_dpz - Ay * dCx_dpz - Cx * dAy_dpz;
490
- const vec3 dV_dp = vec3(dV_dpx, dV_dpy, dV_dpz);
491
-
492
- const float dW_dpx = Bx * dAy_dpx + Ay * dBx_dpx - By * dAx_dpx - Ax * dBy_dpx;
493
- const float dW_dpy = Bx * dAy_dpy + Ay * dBx_dpy - By * dAx_dpy - Ax * dBy_dpy;
494
- const float dW_dpz = Bx * dAy_dpz + Ay * dBx_dpz - By * dAx_dpz - Ax * dBy_dpz;
495
- const vec3 dW_dp = vec3(dW_dpx, dW_dpy, dW_dpz);
496
-
497
- const float dT_dpx = dU_dpx * Az + U * dAz_dpx + dV_dpx * Bz + V * dBz_dpx + dW_dpx * Cz + W * dCz_dpx;
498
- const float dT_dpy = dU_dpy * Az + U * dAz_dpy + dV_dpy * Bz + V * dBz_dpy + dW_dpy * Cz + W * dCz_dpy;
499
- const float dT_dpz = dU_dpz * Az + U * dAz_dpz + dV_dpz * Bz + V * dBz_dpz + dW_dpz * Cz + W * dCz_dpz;
500
- const vec3 dT_dp = vec3(dT_dpx, dT_dpy, dT_dpz);
501
-
502
- const float dDet_dpx = dU_dpx + dV_dpx + dW_dpx;
503
- const float dDet_dpy = dU_dpy + dV_dpy + dW_dpy;
504
- const float dDet_dpz = dU_dpz + dV_dpz + dW_dpz;
505
- const vec3 dDet_dp = vec3(dDet_dpx, dDet_dpy, dDet_dpz);
506
-
507
- const vec3 du_dp = rcpDet * dU_dp + -U * rcpDetSq * dDet_dp;
508
- const vec3 dv_dp = rcpDet * dV_dp + -V * rcpDetSq * dDet_dp;
509
- const vec3 dt_dp = rcpDet * dT_dp + -T * rcpDetSq * dDet_dp;
510
-
511
- vec3 adj_p_swapped = adj_u*du_dp + adj_v*dv_dp + adj_t*dt_dp;
512
- adj_p[kx] += adj_p_swapped[0];
513
- adj_p[ky] += adj_p_swapped[1];
514
- adj_p[kz] += adj_p_swapped[2];
515
-
516
- // adj_dir
517
-
518
- const float dAx_dDx = -Sz * A[kz];
519
- const float dBx_dDx = -Sz * B[kz];
520
- const float dCx_dDx = -Sz * C[kz];
521
- const float dAy_dDx = 0.f;
522
- const float dBy_dDx = 0.f;
523
- const float dCy_dDx = 0.f;
524
- const float dAz_dDx = 0.f;
525
- const float dBz_dDx = 0.f;
526
- const float dCz_dDx = 0.f;
527
-
528
- const float dAx_dDy = 0.f;
529
- const float dBx_dDy = 0.f;
530
- const float dCx_dDy = 0.f;
531
- const float dAy_dDy = -Sz * A[kz];
532
- const float dBy_dDy = -Sz * B[kz];
533
- const float dCy_dDy = -Sz * C[kz];
534
- const float dAz_dDy = 0.f;
535
- const float dBz_dDy = 0.f;
536
- const float dCz_dDy = 0.f;
537
-
538
- const float dAx_dDz = Dx * Sz * Sz * A[kz];
539
- const float dBx_dDz = Dx * Sz * Sz * B[kz];
540
- const float dCx_dDz = Dx * Sz * Sz * C[kz];
541
- const float dAy_dDz = Dy * Sz * Sz * A[kz];
542
- const float dBy_dDz = Dy * Sz * Sz * B[kz];
543
- const float dCy_dDz = Dy * Sz * Sz * C[kz];
544
- const float dAz_dDz = -Sz * Sz * A[kz];
545
- const float dBz_dDz = -Sz * Sz * B[kz];
546
- const float dCz_dDz = -Sz * Sz * C[kz];
547
-
548
- const float dU_dDx = Cx * dBy_dDx + By * dCx_dDx - Cy * dBx_dDx - Bx * dCy_dDx;
549
- const float dU_dDy = Cx * dBy_dDy + By * dCx_dDy - Cy * dBx_dDy - Bx * dCy_dDy;
550
- const float dU_dDz = Cx * dBy_dDz + By * dCx_dDz - Cy * dBx_dDz - Bx * dCy_dDz;
551
- const vec3 dU_dD = vec3(dU_dDx, dU_dDy, dU_dDz);
552
-
553
- const float dV_dDx = Ax * dCy_dDx + Cy * dAx_dDx - Ay * dCx_dDx - Cx * dAy_dDx;
554
- const float dV_dDy = Ax * dCy_dDy + Cy * dAx_dDy - Ay * dCx_dDy - Cx * dAy_dDy;
555
- const float dV_dDz = Ax * dCy_dDz + Cy * dAx_dDz - Ay * dCx_dDz - Cx * dAy_dDz;
556
- const vec3 dV_dD = vec3(dV_dDx, dV_dDy, dV_dDz);
557
-
558
- const float dW_dDx = Bx * dAy_dDx + Ay * dBx_dDx - By * dAx_dDx - Ax * dBy_dDx;
559
- const float dW_dDy = Bx * dAy_dDy + Ay * dBx_dDy - By * dAx_dDy - Ax * dBy_dDy;
560
- const float dW_dDz = Bx * dAy_dDz + Ay * dBx_dDz - By * dAx_dDz - Ax * dBy_dDz;
561
- const vec3 dW_dD = vec3(dW_dDx, dW_dDy, dW_dDz);
562
-
563
- const float dT_dDx = dU_dDx * Az + U * dAz_dDx + dV_dDx * Bz + V * dBz_dDx + dW_dDx * Cz + W * dCz_dDx;
564
- const float dT_dDy = dU_dDy * Az + U * dAz_dDy + dV_dDy * Bz + V * dBz_dDy + dW_dDy * Cz + W * dCz_dDy;
565
- const float dT_dDz = dU_dDz * Az + U * dAz_dDz + dV_dDz * Bz + V * dBz_dDz + dW_dDz * Cz + W * dCz_dDz;
566
- const vec3 dT_dD = vec3(dT_dDx, dT_dDy, dT_dDz);
567
-
568
- const float dDet_dDx = dU_dDx + dV_dDx + dW_dDx;
569
- const float dDet_dDy = dU_dDy + dV_dDy + dW_dDy;
570
- const float dDet_dDz = dU_dDz + dV_dDz + dW_dDz;
571
- const vec3 dDet_dD = vec3(dDet_dDx, dDet_dDy, dDet_dDz);
572
-
573
- const vec3 du_dD = rcpDet * dU_dD + -U * rcpDetSq * dDet_dD;
574
- const vec3 dv_dD = rcpDet * dV_dD + -V * rcpDetSq * dDet_dD;
575
- const vec3 dt_dD = rcpDet * dT_dD + -T * rcpDetSq * dDet_dD;
576
-
577
- vec3 adj_dir_swapped = adj_u*du_dD + adj_v*dv_dD + adj_t*dt_dD;
578
- adj_dir[kx] += adj_dir_swapped[0];
579
- adj_dir[ky] += adj_dir_swapped[1];
580
- adj_dir[kz] += adj_dir_swapped[2];
581
- }
582
-
583
- // Möller's method
584
- #include "intersect_tri.h"
585
-
586
- CUDA_CALLABLE inline int intersect_tri_tri(
587
- vec3& v0, vec3& v1, vec3& v2,
588
- vec3& u0, vec3& u1, vec3& u2)
589
- {
590
- return NoDivTriTriIsect(&v0[0], &v1[0], &v2[0], &u0[0], &u1[0], &u2[0]);
591
- }
592
-
593
- CUDA_CALLABLE inline void adj_intersect_tri_tri(const vec3& var_v0,
594
- const vec3& var_v1,
595
- const vec3& var_v2,
596
- const vec3& var_u0,
597
- const vec3& var_u1,
598
- const vec3& var_u2,
599
- vec3& adj_v0,
600
- vec3& adj_v1,
601
- vec3& adj_v2,
602
- vec3& adj_u0,
603
- vec3& adj_u1,
604
- vec3& adj_u2,
605
- int adj_ret) {}
606
-
607
-
608
- CUDA_CALLABLE inline void adj_closest_point_to_triangle(
609
- const vec3& var_a, const vec3& var_b, const vec3& var_c, const vec3& var_p,
610
- vec3& adj_a, vec3& adj_b, vec3& adj_c, vec3& adj_p, vec2& adj_ret)
611
- {
612
-
613
- // primal vars
614
- vec3 var_0;
615
- vec3 var_1;
616
- vec3 var_2;
617
- float32 var_3;
618
- float32 var_4;
619
- const float32 var_5 = 0.0;
620
- bool var_6;
621
- bool var_7;
622
- bool var_8;
623
- const float32 var_9 = 1.0;
624
- vec2 var_10;
625
- vec3 var_11;
626
- float32 var_12;
627
- float32 var_13;
628
- bool var_14;
629
- bool var_15;
630
- bool var_16;
631
- vec2 var_17;
632
- vec2 var_18;
633
- float32 var_19;
634
- float32 var_20;
635
- float32 var_21;
636
- float32 var_22;
637
- float32 var_23;
638
- bool var_24;
639
- bool var_25;
640
- bool var_26;
641
- bool var_27;
642
- float32 var_28;
643
- vec2 var_29;
644
- vec2 var_30;
645
- vec3 var_31;
646
- float32 var_32;
647
- float32 var_33;
648
- bool var_34;
649
- bool var_35;
650
- bool var_36;
651
- vec2 var_37;
652
- vec2 var_38;
653
- float32 var_39;
654
- float32 var_40;
655
- float32 var_41;
656
- float32 var_42;
657
- float32 var_43;
658
- bool var_44;
659
- bool var_45;
660
- bool var_46;
661
- bool var_47;
662
- float32 var_48;
663
- vec2 var_49;
664
- vec2 var_50;
665
- float32 var_51;
666
- float32 var_52;
667
- float32 var_53;
668
- float32 var_54;
669
- float32 var_55;
670
- float32 var_56;
671
- float32 var_57;
672
- float32 var_58;
673
- bool var_59;
674
- float32 var_60;
675
- bool var_61;
676
- float32 var_62;
677
- bool var_63;
678
- bool var_64;
679
- float32 var_65;
680
- vec2 var_66;
681
- // vec2 var_67;
682
- float32 var_68;
683
- float32 var_69;
684
- float32 var_70;
685
- float32 var_71;
686
- float32 var_72;
687
- float32 var_73;
688
- float32 var_74;
689
- // vec2 var_75;
690
- //---------
691
- // dual vars
692
- vec3 adj_0 = 0;
693
- vec3 adj_1 = 0;
694
- vec3 adj_2 = 0;
695
- float32 adj_3 = 0;
696
- float32 adj_4 = 0;
697
- float32 adj_5 = 0;
698
- //bool adj_6 = 0;
699
- //bool adj_7 = 0;
700
- //bool adj_8 = 0;
701
- float32 adj_9 = 0;
702
- vec2 adj_10 = 0;
703
- vec3 adj_11 = 0;
704
- float32 adj_12 = 0;
705
- float32 adj_13 = 0;
706
- //bool adj_14 = 0;
707
- //bool adj_15 = 0;
708
- bool adj_16 = 0;
709
- vec2 adj_17 = 0;
710
- vec2 adj_18 = 0;
711
- float32 adj_19 = 0;
712
- float32 adj_20 = 0;
713
- float32 adj_21 = 0;
714
- float32 adj_22 = 0;
715
- float32 adj_23 = 0;
716
- //bool adj_24 = 0;
717
- //bool adj_25 = 0;
718
- //bool adj_26 = 0;
719
- bool adj_27 = 0;
720
- float32 adj_28 = 0;
721
- vec2 adj_29 = 0;
722
- vec2 adj_30 = 0;
723
- vec3 adj_31 = 0;
724
- float32 adj_32 = 0;
725
- float32 adj_33 = 0;
726
- //bool adj_34 = 0;
727
- //bool adj_35 = 0;
728
- bool adj_36 = 0;
729
- vec2 adj_37 = 0;
730
- vec2 adj_38 = 0;
731
- float32 adj_39 = 0;
732
- float32 adj_40 = 0;
733
- float32 adj_41 = 0;
734
- float32 adj_42 = 0;
735
- float32 adj_43 = 0;
736
- //bool adj_44 = 0;
737
- //bool adj_45 = 0;
738
- //bool adj_46 = 0;
739
- bool adj_47 = 0;
740
- float32 adj_48 = 0;
741
- vec2 adj_49 = 0;
742
- vec2 adj_50 = 0;
743
- float32 adj_51 = 0;
744
- float32 adj_52 = 0;
745
- float32 adj_53 = 0;
746
- float32 adj_54 = 0;
747
- float32 adj_55 = 0;
748
- float32 adj_56 = 0;
749
- float32 adj_57 = 0;
750
- float32 adj_58 = 0;
751
- //bool adj_59 = 0;
752
- float32 adj_60 = 0;
753
- //bool adj_61 = 0;
754
- float32 adj_62 = 0;
755
- //bool adj_63 = 0;
756
- bool adj_64 = 0;
757
- float32 adj_65 = 0;
758
- vec2 adj_66 = 0;
759
- vec2 adj_67 = 0;
760
- float32 adj_68 = 0;
761
- float32 adj_69 = 0;
762
- float32 adj_70 = 0;
763
- float32 adj_71 = 0;
764
- float32 adj_72 = 0;
765
- float32 adj_73 = 0;
766
- float32 adj_74 = 0;
767
- vec2 adj_75 = 0;
768
- //---------
769
- // forward
770
- var_0 = wp::sub(var_b, var_a);
771
- var_1 = wp::sub(var_c, var_a);
772
- var_2 = wp::sub(var_p, var_a);
773
- var_3 = wp::dot(var_0, var_2);
774
- var_4 = wp::dot(var_1, var_2);
775
- var_6 = (var_3 <= var_5);
776
- var_7 = (var_4 <= var_5);
777
- var_8 = var_6 && var_7;
778
- if (var_8) {
779
- var_10 = wp::vec2(var_9, var_5);
780
- goto label0;
781
- }
782
- var_11 = wp::sub(var_p, var_b);
783
- var_12 = wp::dot(var_0, var_11);
784
- var_13 = wp::dot(var_1, var_11);
785
- var_14 = (var_12 >= var_5);
786
- var_15 = (var_13 <= var_12);
787
- var_16 = var_14 && var_15;
788
- if (var_16) {
789
- var_17 = wp::vec2(var_5, var_9);
790
- goto label1;
791
- }
792
- var_18 = wp::select(var_16, var_10, var_17);
793
- var_19 = wp::mul(var_3, var_13);
794
- var_20 = wp::mul(var_12, var_4);
795
- var_21 = wp::sub(var_19, var_20);
796
- var_22 = wp::sub(var_3, var_12);
797
- var_23 = wp::div(var_3, var_22);
798
- var_24 = (var_21 <= var_5);
799
- var_25 = (var_3 >= var_5);
800
- var_26 = (var_12 <= var_5);
801
- var_27 = var_24 && var_25 && var_26;
802
- if (var_27) {
803
- var_28 = wp::sub(var_9, var_23);
804
- var_29 = wp::vec2(var_28, var_23);
805
- goto label2;
806
- }
807
- var_30 = wp::select(var_27, var_18, var_29);
808
- var_31 = wp::sub(var_p, var_c);
809
- var_32 = wp::dot(var_0, var_31);
810
- var_33 = wp::dot(var_1, var_31);
811
- var_34 = (var_33 >= var_5);
812
- var_35 = (var_32 <= var_33);
813
- var_36 = var_34 && var_35;
814
- if (var_36) {
815
- var_37 = wp::vec2(var_5, var_5);
816
- goto label3;
817
- }
818
- var_38 = wp::select(var_36, var_30, var_37);
819
- var_39 = wp::mul(var_32, var_4);
820
- var_40 = wp::mul(var_3, var_33);
821
- var_41 = wp::sub(var_39, var_40);
822
- var_42 = wp::sub(var_4, var_33);
823
- var_43 = wp::div(var_4, var_42);
824
- var_44 = (var_41 <= var_5);
825
- var_45 = (var_4 >= var_5);
826
- var_46 = (var_33 <= var_5);
827
- var_47 = var_44 && var_45 && var_46;
828
- if (var_47) {
829
- var_48 = wp::sub(var_9, var_43);
830
- var_49 = wp::vec2(var_48, var_5);
831
- goto label4;
832
- }
833
- var_50 = wp::select(var_47, var_38, var_49);
834
- var_51 = wp::mul(var_12, var_33);
835
- var_52 = wp::mul(var_32, var_13);
836
- var_53 = wp::sub(var_51, var_52);
837
- var_54 = wp::sub(var_13, var_12);
838
- var_55 = wp::sub(var_13, var_12);
839
- var_56 = wp::sub(var_32, var_33);
840
- var_57 = wp::add(var_55, var_56);
841
- var_58 = wp::div(var_54, var_57);
842
- var_59 = (var_53 <= var_5);
843
- var_60 = wp::sub(var_13, var_12);
844
- var_61 = (var_60 >= var_5);
845
- var_62 = wp::sub(var_32, var_33);
846
- var_63 = (var_62 >= var_5);
847
- var_64 = var_59 && var_61 && var_63;
848
- if (var_64) {
849
- var_65 = wp::sub(var_9, var_58);
850
- var_66 = wp::vec2(var_5, var_65);
851
- goto label5;
852
- }
853
- // var_67 = wp::select(var_64, var_50, var_66);
854
- var_68 = wp::add(var_53, var_41);
855
- var_69 = wp::add(var_68, var_21);
856
- var_70 = wp::div(var_9, var_69);
857
- var_71 = wp::mul(var_41, var_70);
858
- var_72 = wp::mul(var_21, var_70);
859
- var_73 = wp::sub(var_9, var_71);
860
- var_74 = wp::sub(var_73, var_72);
861
- // var_75 = wp::vec2(var_74, var_71);
862
- goto label6;
863
- //---------
864
- // reverse
865
- label6:;
866
- adj_75 += adj_ret;
867
- wp::adj_vec2(var_74, var_71, adj_74, adj_71, adj_75);
868
- wp::adj_sub(var_73, var_72, adj_73, adj_72, adj_74);
869
- wp::adj_sub(var_9, var_71, adj_9, adj_71, adj_73);
870
- wp::adj_mul(var_21, var_70, adj_21, adj_70, adj_72);
871
- wp::adj_mul(var_41, var_70, adj_41, adj_70, adj_71);
872
- wp::adj_div(var_9, var_69, var_70, adj_9, adj_69, adj_70);
873
- wp::adj_add(var_68, var_21, adj_68, adj_21, adj_69);
874
- wp::adj_add(var_53, var_41, adj_53, adj_41, adj_68);
875
- wp::adj_select(var_64, var_50, var_66, adj_64, adj_50, adj_66, adj_67);
876
- if (var_64) {
877
- label5:;
878
- adj_66 += adj_ret;
879
- wp::adj_vec2(var_5, var_65, adj_5, adj_65, adj_66);
880
- wp::adj_sub(var_9, var_58, adj_9, adj_58, adj_65);
881
- }
882
- wp::adj_sub(var_32, var_33, adj_32, adj_33, adj_62);
883
- wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_60);
884
- wp::adj_div(var_54, var_57, var_58, adj_54, adj_57, adj_58);
885
- wp::adj_add(var_55, var_56, adj_55, adj_56, adj_57);
886
- wp::adj_sub(var_32, var_33, adj_32, adj_33, adj_56);
887
- wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_55);
888
- wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_54);
889
- wp::adj_sub(var_51, var_52, adj_51, adj_52, adj_53);
890
- wp::adj_mul(var_32, var_13, adj_32, adj_13, adj_52);
891
- wp::adj_mul(var_12, var_33, adj_12, adj_33, adj_51);
892
- wp::adj_select(var_47, var_38, var_49, adj_47, adj_38, adj_49, adj_50);
893
- if (var_47) {
894
- label4:;
895
- adj_49 += adj_ret;
896
- wp::adj_vec2(var_48, var_5, adj_48, adj_5, adj_49);
897
- wp::adj_sub(var_9, var_43, adj_9, adj_43, adj_48);
898
- }
899
- wp::adj_div(var_4, var_42, var_43, adj_4, adj_42, adj_43);
900
- wp::adj_sub(var_4, var_33, adj_4, adj_33, adj_42);
901
- wp::adj_sub(var_39, var_40, adj_39, adj_40, adj_41);
902
- wp::adj_mul(var_3, var_33, adj_3, adj_33, adj_40);
903
- wp::adj_mul(var_32, var_4, adj_32, adj_4, adj_39);
904
- wp::adj_select(var_36, var_30, var_37, adj_36, adj_30, adj_37, adj_38);
905
- if (var_36) {
906
- label3:;
907
- adj_37 += adj_ret;
908
- wp::adj_vec2(var_5, var_5, adj_5, adj_5, adj_37);
909
- }
910
- wp::adj_dot(var_1, var_31, adj_1, adj_31, adj_33);
911
- wp::adj_dot(var_0, var_31, adj_0, adj_31, adj_32);
912
- wp::adj_sub(var_p, var_c, adj_p, adj_c, adj_31);
913
- wp::adj_select(var_27, var_18, var_29, adj_27, adj_18, adj_29, adj_30);
914
- if (var_27) {
915
- label2:;
916
- adj_29 += adj_ret;
917
- wp::adj_vec2(var_28, var_23, adj_28, adj_23, adj_29);
918
- wp::adj_sub(var_9, var_23, adj_9, adj_23, adj_28);
919
- }
920
- wp::adj_div(var_3, var_22, var_23, adj_3, adj_22, adj_23);
921
- wp::adj_sub(var_3, var_12, adj_3, adj_12, adj_22);
922
- wp::adj_sub(var_19, var_20, adj_19, adj_20, adj_21);
923
- wp::adj_mul(var_12, var_4, adj_12, adj_4, adj_20);
924
- wp::adj_mul(var_3, var_13, adj_3, adj_13, adj_19);
925
- wp::adj_select(var_16, var_10, var_17, adj_16, adj_10, adj_17, adj_18);
926
- if (var_16) {
927
- label1:;
928
- adj_17 += adj_ret;
929
- wp::adj_vec2(var_5, var_9, adj_5, adj_9, adj_17);
930
- }
931
- wp::adj_dot(var_1, var_11, adj_1, adj_11, adj_13);
932
- wp::adj_dot(var_0, var_11, adj_0, adj_11, adj_12);
933
- wp::adj_sub(var_p, var_b, adj_p, adj_b, adj_11);
934
- if (var_8) {
935
- label0:;
936
- adj_10 += adj_ret;
937
- wp::adj_vec2(var_9, var_5, adj_9, adj_5, adj_10);
938
- }
939
- wp::adj_dot(var_1, var_2, adj_1, adj_2, adj_4);
940
- wp::adj_dot(var_0, var_2, adj_0, adj_2, adj_3);
941
- wp::adj_sub(var_p, var_a, adj_p, adj_a, adj_2);
942
- wp::adj_sub(var_c, var_a, adj_c, adj_a, adj_1);
943
- wp::adj_sub(var_b, var_a, adj_b, adj_a, adj_0);
944
- return;
945
-
946
- }
947
-
948
-
949
-
950
- // ----------------------------------------------------------------
951
- // jleaf: I needed to replace "float(" with "cast_float(" manually below because
952
- // "#define float(x) cast_float(x)"" in this header affects other files.
953
- // See adjoint in "intersect_adj.h" for the generated adjoint.
954
- /*
955
- Here is the original warp implementation that was used to generate this code:
956
-
957
- # https://books.google.ca/books?id=WGpL6Sk9qNAC&printsec=frontcover&hl=en#v=onepage&q=triangle&f=false
958
- # From 5.1.9
959
- # p1 and q1 are points of edge 1.
960
- # p2 and q2 are points of edge 2.
961
- # epsilon zero tolerance for determining if points in an edge are degenerate
962
- # output: A single wp.vec3, containing s and t for edges 1 and 2 respectively,
963
- # and the distance between their closest points.
964
- @wp.func
965
- def closest_point_edge_edge(
966
- p1: wp.vec3, q1: wp.vec3, p2: wp.vec3, q2: wp.vec3, epsilon: float
967
- ):
968
- # direction vectors of each segment/edge
969
- d1 = q1 - p1
970
- d2 = q2 - p2
971
- r = p1 - p2
972
-
973
- a = wp.dot(d1, d1) # squared length of segment s1, always nonnegative
974
- e = wp.dot(d2, d2) # squared length of segment s2, always nonnegative
975
- f = wp.dot(d2, r)
976
-
977
- s = float(0.0)
978
- t = float(0.0)
979
- dist = wp.length(p2 - p1)
980
-
981
- # Check if either or both segments degenerate into points
982
- if a <= epsilon and e <= epsilon:
983
- # both segments degenerate into points
984
- return wp.vec3(s, t, dist)
985
-
986
- if a <= epsilon:
987
- s = float(0.0)
988
- t = float(f / e) # s = 0 => t = (b*s + f) / e = f / e
989
- else:
990
- c = wp.dot(d1, r)
991
- if e <= epsilon:
992
- # second segment generates into a point
993
- s = wp.clamp(-c / a, 0.0, 1.0) # t = 0 => s = (b*t-c)/a = -c/a
994
- t = float(0.0)
995
- else:
996
- # The general nondegenerate case starts here
997
- b = wp.dot(d1, d2)
998
- denom = a * e - b * b # always nonnegative
999
-
1000
- # if segments not parallel, compute closest point on L1 to L2 and
1001
- # clamp to segment S1. Else pick arbitrary s (here 0)
1002
- if denom != 0.0:
1003
- s = wp.clamp((b * f - c * e) / denom, 0.0, 1.0)
1004
- else:
1005
- s = 0.0
1006
-
1007
- # compute point on L2 closest to S1(s) using
1008
- # t = dot((p1+d2*s) - p2,d2)/dot(d2,d2) = (b*s+f)/e
1009
- t = (b * s + f) / e
1010
-
1011
- # if t in [0,1] done. Else clamp t, recompute s for the new value
1012
- # of t using s = dot((p2+d2*t-p1,d1)/dot(d1,d1) = (t*b - c)/a
1013
- # and clamp s to [0,1]
1014
- if t < 0.0:
1015
- t = 0.0
1016
- s = wp.clamp(-c / a, 0.0, 1.0)
1017
- elif t > 1.0:
1018
- t = 1.0
1019
- s = wp.clamp((b - c) / a, 0.0, 1.0)
1020
-
1021
- c1 = p1 + (q1 - p1) * s
1022
- c2 = p2 + (q2 - p2) * t
1023
- dist = wp.length(c2 - c1)
1024
- return wp.vec3(s, t, dist)
1025
-
1026
- */
1027
-
1028
- static CUDA_CALLABLE vec3 closest_point_edge_edge(vec3 var_p1,
1029
- vec3 var_q1,
1030
- vec3 var_p2,
1031
- vec3 var_q2,
1032
- float32 var_epsilon)
1033
- {
1034
- //---------
1035
- // primal vars
1036
- vec3 var_0;
1037
- vec3 var_1;
1038
- vec3 var_2;
1039
- float32 var_3;
1040
- float32 var_4;
1041
- float32 var_5;
1042
- const float32 var_6 = 0.0;
1043
- float32 var_7;
1044
- float32 var_8;
1045
- vec3 var_9;
1046
- float32 var_10;
1047
- bool var_11;
1048
- bool var_12;
1049
- bool var_13;
1050
- vec3 var_14;
1051
- bool var_15;
1052
- float32 var_16;
1053
- float32 var_17;
1054
- float32 var_18;
1055
- float32 var_19;
1056
- float32 var_20;
1057
- float32 var_21;
1058
- bool var_22;
1059
- float32 var_23;
1060
- float32 var_24;
1061
- const float32 var_25 = 1.0;
1062
- float32 var_26;
1063
- float32 var_27;
1064
- float32 var_28;
1065
- float32 var_29;
1066
- float32 var_30;
1067
- float32 var_31;
1068
- float32 var_32;
1069
- float32 var_33;
1070
- bool var_34;
1071
- float32 var_35;
1072
- float32 var_36;
1073
- float32 var_37;
1074
- float32 var_38;
1075
- float32 var_39;
1076
- float32 var_40;
1077
- float32 var_41;
1078
- float32 var_42;
1079
- float32 var_43;
1080
- float32 var_44;
1081
- bool var_45;
1082
- float32 var_46;
1083
- float32 var_47;
1084
- float32 var_48;
1085
- float32 var_49;
1086
- float32 var_50;
1087
- bool var_51;
1088
- float32 var_52;
1089
- float32 var_53;
1090
- float32 var_54;
1091
- float32 var_55;
1092
- float32 var_56;
1093
- float32 var_57;
1094
- float32 var_58;
1095
- float32 var_59;
1096
- float32 var_60;
1097
- float32 var_61;
1098
- float32 var_62;
1099
- vec3 var_63;
1100
- vec3 var_64;
1101
- vec3 var_65;
1102
- vec3 var_66;
1103
- vec3 var_67;
1104
- vec3 var_68;
1105
- vec3 var_69;
1106
- float32 var_70;
1107
- vec3 var_71;
1108
- //---------
1109
- // forward
1110
- var_0 = wp::sub(var_q1, var_p1);
1111
- var_1 = wp::sub(var_q2, var_p2);
1112
- var_2 = wp::sub(var_p1, var_p2);
1113
- var_3 = wp::dot(var_0, var_0);
1114
- var_4 = wp::dot(var_1, var_1);
1115
- var_5 = wp::dot(var_1, var_2);
1116
- var_7 = wp::cast_float(var_6);
1117
- var_8 = wp::cast_float(var_6);
1118
- var_9 = wp::sub(var_p2, var_p1);
1119
- var_10 = wp::length(var_9);
1120
- var_11 = (var_3 <= var_epsilon);
1121
- var_12 = (var_4 <= var_epsilon);
1122
- var_13 = var_11 && var_12;
1123
- if (var_13) {
1124
- var_14 = wp::vec3(var_7, var_8, var_10);
1125
- return var_14;
1126
- }
1127
- var_15 = (var_3 <= var_epsilon);
1128
- if (var_15) {
1129
- var_16 = wp::cast_float(var_6);
1130
- var_17 = wp::div(var_5, var_4);
1131
- var_18 = wp::cast_float(var_17);
1132
- }
1133
- var_19 = wp::select(var_15, var_7, var_16);
1134
- var_20 = wp::select(var_15, var_8, var_18);
1135
- if (!var_15) {
1136
- var_21 = wp::dot(var_0, var_2);
1137
- var_22 = (var_4 <= var_epsilon);
1138
- if (var_22) {
1139
- var_23 = wp::neg(var_21);
1140
- var_24 = wp::div(var_23, var_3);
1141
- var_26 = wp::clamp(var_24, var_6, var_25);
1142
- var_27 = wp::cast_float(var_6);
1143
- }
1144
- var_28 = wp::select(var_22, var_19, var_26);
1145
- var_29 = wp::select(var_22, var_20, var_27);
1146
- if (!var_22) {
1147
- var_30 = wp::dot(var_0, var_1);
1148
- var_31 = wp::mul(var_3, var_4);
1149
- var_32 = wp::mul(var_30, var_30);
1150
- var_33 = wp::sub(var_31, var_32);
1151
- var_34 = (var_33 != var_6);
1152
- if (var_34) {
1153
- var_35 = wp::mul(var_30, var_5);
1154
- var_36 = wp::mul(var_21, var_4);
1155
- var_37 = wp::sub(var_35, var_36);
1156
- var_38 = wp::div(var_37, var_33);
1157
- var_39 = wp::clamp(var_38, var_6, var_25);
1158
- }
1159
- var_40 = wp::select(var_34, var_28, var_39);
1160
- if (!var_34) {
1161
- }
1162
- var_41 = wp::select(var_34, var_6, var_40);
1163
- var_42 = wp::mul(var_30, var_41);
1164
- var_43 = wp::add(var_42, var_5);
1165
- var_44 = wp::div(var_43, var_4);
1166
- var_45 = (var_44 < var_6);
1167
- if (var_45) {
1168
- var_46 = wp::neg(var_21);
1169
- var_47 = wp::div(var_46, var_3);
1170
- var_48 = wp::clamp(var_47, var_6, var_25);
1171
- }
1172
- var_49 = wp::select(var_45, var_41, var_48);
1173
- var_50 = wp::select(var_45, var_44, var_6);
1174
- if (!var_45) {
1175
- var_51 = (var_50 > var_25);
1176
- if (var_51) {
1177
- var_52 = wp::sub(var_30, var_21);
1178
- var_53 = wp::div(var_52, var_3);
1179
- var_54 = wp::clamp(var_53, var_6, var_25);
1180
- }
1181
- var_55 = wp::select(var_51, var_49, var_54);
1182
- var_56 = wp::select(var_51, var_50, var_25);
1183
- }
1184
- var_57 = wp::select(var_45, var_55, var_49);
1185
- var_58 = wp::select(var_45, var_56, var_50);
1186
- }
1187
- var_59 = wp::select(var_22, var_57, var_28);
1188
- var_60 = wp::select(var_22, var_58, var_29);
1189
- }
1190
- var_61 = wp::select(var_15, var_59, var_19);
1191
- var_62 = wp::select(var_15, var_60, var_20);
1192
- var_63 = wp::sub(var_q1, var_p1);
1193
- var_64 = wp::mul(var_63, var_61);
1194
- var_65 = wp::add(var_p1, var_64);
1195
- var_66 = wp::sub(var_q2, var_p2);
1196
- var_67 = wp::mul(var_66, var_62);
1197
- var_68 = wp::add(var_p2, var_67);
1198
- var_69 = wp::sub(var_68, var_65);
1199
- var_70 = wp::length(var_69);
1200
- var_71 = wp::vec3(var_61, var_62, var_70);
1201
- return var_71;
1202
-
1203
- }
1204
- } // namespace wp
1
+ /** Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
2
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
3
+ * and proprietary rights in and to this software, related documentation
4
+ * and any modifications thereto. Any use, reproduction, disclosure or
5
+ * distribution of this software and related documentation without an express
6
+ * license agreement from NVIDIA CORPORATION is strictly prohibited.
7
+ */
8
+
9
+ #pragma once
10
+
11
+ #include "builtin.h"
12
+
13
+ namespace wp
14
+ {
15
+
16
+ CUDA_CALLABLE inline vec3 closest_point_to_aabb(const vec3& p, const vec3& lower, const vec3& upper)
17
+ {
18
+ vec3 c;
19
+
20
+ {
21
+ float v = p[0];
22
+ if (v < lower[0]) v = lower[0];
23
+ if (v > upper[0]) v = upper[0];
24
+ c[0] = v;
25
+ }
26
+
27
+ {
28
+ float v = p[1];
29
+ if (v < lower[1]) v = lower[1];
30
+ if (v > upper[1]) v = upper[1];
31
+ c[1] = v;
32
+ }
33
+
34
+ {
35
+ float v = p[2];
36
+ if (v < lower[2]) v = lower[2];
37
+ if (v > upper[2]) v = upper[2];
38
+ c[2] = v;
39
+ }
40
+
41
+ return c;
42
+ }
43
+
44
+ CUDA_CALLABLE inline vec2 closest_point_to_triangle(const vec3& a, const vec3& b, const vec3& c, const vec3& p)
45
+ {
46
+ vec3 ab = b-a;
47
+ vec3 ac = c-a;
48
+ vec3 ap = p-a;
49
+
50
+ float u, v, w;
51
+ float d1 = dot(ab, ap);
52
+ float d2 = dot(ac, ap);
53
+ if (d1 <= 0.0f && d2 <= 0.0f)
54
+ {
55
+ v = 0.0f;
56
+ w = 0.0f;
57
+ u = 1.0f - v - w;
58
+ return vec2(u, v);
59
+ }
60
+
61
+ vec3 bp = p-b;
62
+ float d3 = dot(ab, bp);
63
+ float d4 = dot(ac, bp);
64
+ if (d3 >= 0.0f && d4 <= d3)
65
+ {
66
+ v = 1.0f;
67
+ w = 0.0f;
68
+ u = 1.0f - v - w;
69
+ return vec2(u, v);
70
+ }
71
+
72
+ float vc = d1*d4 - d3*d2;
73
+ if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f)
74
+ {
75
+ v = d1 / (d1-d3);
76
+ w = 0.0f;
77
+ u = 1.0f - v - w;
78
+ return vec2(u, v);
79
+ }
80
+
81
+ vec3 cp = p-c;
82
+ float d5 = dot(ab, cp);
83
+ float d6 = dot(ac, cp);
84
+ if (d6 >= 0.0f && d5 <= d6)
85
+ {
86
+ v = 0.0f;
87
+ w = 1.0f;
88
+ u = 1.0f - v - w;
89
+ return vec2(u, v);
90
+ }
91
+
92
+ float vb = d5*d2 - d1*d6;
93
+ if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f)
94
+ {
95
+ v = 0.0f;
96
+ w = d2 / (d2 - d6);
97
+ u = 1.0f - v - w;
98
+ return vec2(u, v);
99
+ }
100
+
101
+ float va = d3*d6 - d5*d4;
102
+ if (va <= 0.0f && (d4 -d3) >= 0.0f && (d5-d6) >= 0.0f)
103
+ {
104
+ w = (d4-d3)/((d4-d3) + (d5-d6));
105
+ v = 1.0f - w;
106
+ u = 1.0f - v - w;
107
+ return vec2(u, v);
108
+ }
109
+
110
+ float denom = 1.0f / (va + vb + vc);
111
+ v = vb * denom;
112
+ w = vc * denom;
113
+ u = 1.0f - v - w;
114
+ return vec2(u, v);
115
+ }
116
+
117
+ CUDA_CALLABLE inline vec2 furthest_point_to_triangle(const vec3& a, const vec3& b, const vec3& c, const vec3& p)
118
+ {
119
+ vec3 pa = p-a;
120
+ vec3 pb = p-b;
121
+ vec3 pc = p-c;
122
+ float dist_a = dot(pa, pa);
123
+ float dist_b = dot(pb, pb);
124
+ float dist_c = dot(pc, pc);
125
+
126
+ if (dist_a > dist_b && dist_a > dist_c)
127
+ return vec2(1.0f, 0.0f); // a is furthest
128
+ if (dist_b > dist_c)
129
+ return vec2(0.0f, 1.0f); // b is furthest
130
+ return vec2(0.0f, 0.0f); // c is furthest
131
+ }
132
+
133
+ CUDA_CALLABLE inline bool intersect_ray_aabb(const vec3& pos, const vec3& rcp_dir, const vec3& lower, const vec3& upper, float& t)
134
+ {
135
+ float l1, l2, lmin, lmax;
136
+
137
+ l1 = (lower[0] - pos[0]) * rcp_dir[0];
138
+ l2 = (upper[0] - pos[0]) * rcp_dir[0];
139
+ lmin = min(l1,l2);
140
+ lmax = max(l1,l2);
141
+
142
+ l1 = (lower[1] - pos[1]) * rcp_dir[1];
143
+ l2 = (upper[1] - pos[1]) * rcp_dir[1];
144
+ lmin = max(min(l1,l2), lmin);
145
+ lmax = min(max(l1,l2), lmax);
146
+
147
+ l1 = (lower[2] - pos[2]) * rcp_dir[2];
148
+ l2 = (upper[2] - pos[2]) * rcp_dir[2];
149
+ lmin = max(min(l1,l2), lmin);
150
+ lmax = min(max(l1,l2), lmax);
151
+
152
+ bool hit = ((lmax >= 0.f) & (lmax >= lmin));
153
+ if (hit)
154
+ t = lmin;
155
+
156
+ return hit;
157
+ }
158
+
159
+
160
+ // Moller and Trumbore's method
161
+ CUDA_CALLABLE inline bool intersect_ray_tri_moller(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& w, float& sign, vec3* normal)
162
+ {
163
+ vec3 ab = b - a;
164
+ vec3 ac = c - a;
165
+ vec3 n = cross(ab, ac);
166
+
167
+ float d = dot(-dir, n);
168
+ float ood = 1.0f / d; // No need to check for division by zero here as infinity arithmetic will save us...
169
+ vec3 ap = p - a;
170
+
171
+ t = dot(ap, n) * ood;
172
+ if (t < 0.0f)
173
+ return false;
174
+
175
+ vec3 e = cross(-dir, ap);
176
+ v = dot(ac, e) * ood;
177
+ if (v < 0.0f || v > 1.0f) // ...here...
178
+ return false;
179
+ w = -dot(ab, e) * ood;
180
+ if (w < 0.0f || (v + w) > 1.0f) // ...and here
181
+ return false;
182
+
183
+ u = 1.0f - v - w;
184
+ if (normal)
185
+ *normal = n;
186
+
187
+ sign = d;
188
+
189
+ return true;
190
+ }
191
+
192
+
193
+ CUDA_CALLABLE inline bool intersect_ray_tri_rtcd(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& w, float& sign, vec3* normal)
194
+ {
195
+ const vec3 ab = b-a;
196
+ const vec3 ac = c-a;
197
+
198
+ // calculate normal
199
+ vec3 n = cross(ab, ac);
200
+
201
+ // need to solve a system of three equations to give t, u, v
202
+ float d = dot(-dir, n);
203
+
204
+ // if dir is parallel to triangle plane or points away from triangle
205
+ if (d <= 0.0f)
206
+ return false;
207
+
208
+ vec3 ap = p-a;
209
+ t = dot(ap, n);
210
+
211
+ // ignores tris behind
212
+ if (t < 0.0f)
213
+ return false;
214
+
215
+ // compute barycentric coordinates
216
+ vec3 e = cross(-dir, ap);
217
+ v = dot(ac, e);
218
+ if (v < 0.0f || v > d) return false;
219
+
220
+ w = -dot(ab, e);
221
+ if (w < 0.0f || v + w > d) return false;
222
+
223
+ float ood = 1.0f / d;
224
+ t *= ood;
225
+ v *= ood;
226
+ w *= ood;
227
+ u = 1.0f-v-w;
228
+
229
+ // optionally write out normal (todo: this branch is a performance concern, should probably remove)
230
+ if (normal)
231
+ *normal = n;
232
+
233
+ return true;
234
+ }
235
+
236
+ #ifndef __CUDA_ARCH__
237
+
238
+ // these are provided as built-ins by CUDA
239
+ inline float __int_as_float(int i)
240
+ {
241
+ return *(float*)(&i);
242
+ }
243
+
244
+ inline int __float_as_int(float f)
245
+ {
246
+ return *(int*)(&f);
247
+ }
248
+
249
+ #endif
250
+
251
+
252
+ CUDA_CALLABLE inline float xorf(float x, int y)
253
+ {
254
+ return __int_as_float(__float_as_int(x) ^ y);
255
+ }
256
+
257
+ CUDA_CALLABLE inline int sign_mask(float x)
258
+ {
259
+ return __float_as_int(x) & 0x80000000;
260
+ }
261
+
262
+ CUDA_CALLABLE inline int max_dim(vec3 a)
263
+ {
264
+ float x = abs(a[0]);
265
+ float y = abs(a[1]);
266
+ float z = abs(a[2]);
267
+
268
+ return longest_axis(vec3(x, y, z));
269
+ }
270
+
271
+ // computes the difference of products a*b - c*d using
272
+ // FMA instructions for improved numerical precision
273
+ CUDA_CALLABLE inline float diff_product(float a, float b, float c, float d)
274
+ {
275
+ float cd = c * d;
276
+ float diff = fmaf(a, b, -cd);
277
+ float error = fmaf(-c, d, cd);
278
+
279
+ return diff + error;
280
+ }
281
+
282
+ // http://jcgt.org/published/0002/01/05/
283
+ CUDA_CALLABLE inline bool intersect_ray_tri_woop(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& sign, vec3* normal)
284
+ {
285
+ // todo: precompute for ray
286
+
287
+ int kz = max_dim(dir);
288
+ int kx = kz+1; if (kx == 3) kx = 0;
289
+ int ky = kx+1; if (ky == 3) ky = 0;
290
+
291
+ if (dir[kz] < 0.0f)
292
+ {
293
+ float tmp = kx;
294
+ kx = ky;
295
+ ky = tmp;
296
+ }
297
+
298
+ float Sx = dir[kx]/dir[kz];
299
+ float Sy = dir[ky]/dir[kz];
300
+ float Sz = 1.0f/dir[kz];
301
+
302
+ // todo: end precompute
303
+
304
+ const vec3 A = a-p;
305
+ const vec3 B = b-p;
306
+ const vec3 C = c-p;
307
+
308
+ const float Ax = A[kx] - Sx*A[kz];
309
+ const float Ay = A[ky] - Sy*A[kz];
310
+ const float Bx = B[kx] - Sx*B[kz];
311
+ const float By = B[ky] - Sy*B[kz];
312
+ const float Cx = C[kx] - Sx*C[kz];
313
+ const float Cy = C[ky] - Sy*C[kz];
314
+
315
+ float U = diff_product(Cx, By, Cy, Bx);
316
+ float V = diff_product(Ax, Cy, Ay, Cx);
317
+ float W = diff_product(Bx, Ay, By, Ax);
318
+
319
+ if (U == 0.0f || V == 0.0f || W == 0.0f)
320
+ {
321
+ double CxBy = (double)Cx*(double)By;
322
+ double CyBx = (double)Cy*(double)Bx;
323
+ U = (float)(CxBy - CyBx);
324
+ double AxCy = (double)Ax*(double)Cy;
325
+ double AyCx = (double)Ay*(double)Cx;
326
+ V = (float)(AxCy - AyCx);
327
+ double BxAy = (double)Bx*(double)Ay;
328
+ double ByAx = (double)By*(double)Ax;
329
+ W = (float)(BxAy - ByAx);
330
+ }
331
+
332
+ if ((U<0.0f || V<0.0f || W<0.0f) && (U>0.0f || V>0.0f || W>0.0f))
333
+ {
334
+ return false;
335
+ }
336
+
337
+ float det = U+V+W;
338
+
339
+ if (det == 0.0f)
340
+ {
341
+ return false;
342
+ }
343
+
344
+ const float Az = Sz*A[kz];
345
+ const float Bz = Sz*B[kz];
346
+ const float Cz = Sz*C[kz];
347
+ const float T = U*Az + V*Bz + W*Cz;
348
+
349
+ int det_sign = sign_mask(det);
350
+ if (xorf(T,det_sign) < 0.0f)// || xorf(T,det_sign) > hit.t * xorf(det, det_sign)) // early out if hit.t is specified
351
+ {
352
+ return false;
353
+ }
354
+
355
+ const float rcpDet = 1.0f/det;
356
+ u = U*rcpDet;
357
+ v = V*rcpDet;
358
+ t = T*rcpDet;
359
+ sign = det;
360
+
361
+ // optionally write out normal (todo: this branch is a performance concern, should probably remove)
362
+ if (normal)
363
+ {
364
+ const vec3 ab = b-a;
365
+ const vec3 ac = c-a;
366
+
367
+ // calculate normal
368
+ *normal = cross(ab, ac);
369
+ }
370
+
371
+ return true;
372
+ }
373
+
374
+ CUDA_CALLABLE inline void adj_intersect_ray_tri_woop(
375
+ const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float t, float u, float v, float sign, const vec3& normal,
376
+ vec3& adj_p, vec3& adj_dir, vec3& adj_a, vec3& adj_b, vec3& adj_c, float& adj_t, float& adj_u, float& adj_v, float& adj_sign, vec3& adj_normal, bool& adj_ret)
377
+ {
378
+
379
+ // todo: precompute for ray
380
+
381
+ int kz = max_dim(dir);
382
+ int kx = kz+1; if (kx == 3) kx = 0;
383
+ int ky = kx+1; if (ky == 3) ky = 0;
384
+
385
+ if (dir[kz] < 0.0f)
386
+ {
387
+ float tmp = kx;
388
+ kx = ky;
389
+ ky = tmp;
390
+ }
391
+
392
+ const float Dx = dir[kx];
393
+ const float Dy = dir[ky];
394
+ const float Dz = dir[kz];
395
+
396
+ const float Sx = dir[kx]/dir[kz];
397
+ const float Sy = dir[ky]/dir[kz];
398
+ const float Sz = 1.0f/dir[kz];
399
+
400
+ // todo: end precompute
401
+
402
+ const vec3 A = a-p;
403
+ const vec3 B = b-p;
404
+ const vec3 C = c-p;
405
+
406
+ const float Ax = A[kx] - Sx*A[kz];
407
+ const float Ay = A[ky] - Sy*A[kz];
408
+ const float Bx = B[kx] - Sx*B[kz];
409
+ const float By = B[ky] - Sy*B[kz];
410
+ const float Cx = C[kx] - Sx*C[kz];
411
+ const float Cy = C[ky] - Sy*C[kz];
412
+
413
+ float U = Cx*By - Cy*Bx;
414
+ float V = Ax*Cy - Ay*Cx;
415
+ float W = Bx*Ay - By*Ax;
416
+
417
+ if (U == 0.0f || V == 0.0f || W == 0.0f)
418
+ {
419
+ double CxBy = (double)Cx*(double)By;
420
+ double CyBx = (double)Cy*(double)Bx;
421
+ U = (float)(CxBy - CyBx);
422
+ double AxCy = (double)Ax*(double)Cy;
423
+ double AyCx = (double)Ay*(double)Cx;
424
+ V = (float)(AxCy - AyCx);
425
+ double BxAy = (double)Bx*(double)Ay;
426
+ double ByAx = (double)By*(double)Ax;
427
+ W = (float)(BxAy - ByAx);
428
+ }
429
+
430
+ if ((U<0.0f || V<0.0f || W<0.0f) && (U>0.0f || V>0.0f || W>0.0f))
431
+ return;
432
+
433
+ float det = U+V+W;
434
+
435
+ if (det == 0.0f)
436
+ return;
437
+
438
+ const float Az = Sz*A[kz];
439
+ const float Bz = Sz*B[kz];
440
+ const float Cz = Sz*C[kz];
441
+ const float T = U*Az + V*Bz + W*Cz;
442
+
443
+ int det_sign = sign_mask(det);
444
+ if (xorf(T,det_sign) < 0.0f)// || xorf(T,det_sign) > hit.t * xorf(det, det_sign)) // early out if hit.t is specified
445
+ return;
446
+
447
+ const float rcpDet = (1.f / det);
448
+ const float rcpDetSq = rcpDet * rcpDet;
449
+
450
+ // adj_p
451
+
452
+ const float dAx_dpx = -1.f;
453
+ const float dBx_dpx = -1.f;
454
+ const float dCx_dpx = -1.f;
455
+ const float dAy_dpx = 0.f;
456
+ const float dBy_dpx = 0.f;
457
+ const float dCy_dpx = 0.f;
458
+ const float dAz_dpx = 0.f;
459
+ const float dBz_dpx = 0.f;
460
+ const float dCz_dpx = 0.f;
461
+
462
+ const float dAx_dpy = 0.f;
463
+ const float dBx_dpy = 0.f;
464
+ const float dCx_dpy = 0.f;
465
+ const float dAy_dpy = -1.f;
466
+ const float dBy_dpy = -1.f;
467
+ const float dCy_dpy = -1.f;
468
+ const float dAz_dpy = 0.f;
469
+ const float dBz_dpy = 0.f;
470
+ const float dCz_dpy = 0.f;
471
+
472
+ const float dAx_dpz = Sx;
473
+ const float dBx_dpz = Sx;
474
+ const float dCx_dpz = Sx;
475
+ const float dAy_dpz = Sy;
476
+ const float dBy_dpz = Sy;
477
+ const float dCy_dpz = Sy;
478
+ const float dAz_dpz = -Sz;
479
+ const float dBz_dpz = -Sz;
480
+ const float dCz_dpz = -Sz;
481
+
482
+ const float dU_dpx = Cx * dBy_dpx + By * dCx_dpx - Cy * dBx_dpx - Bx * dCy_dpx;
483
+ const float dU_dpy = Cx * dBy_dpy + By * dCx_dpy - Cy * dBx_dpy - Bx * dCy_dpy;
484
+ const float dU_dpz = Cx * dBy_dpz + By * dCx_dpz - Cy * dBx_dpz - Bx * dCy_dpz;
485
+ const vec3 dU_dp = vec3(dU_dpx, dU_dpy, dU_dpz);
486
+
487
+ const float dV_dpx = Ax * dCy_dpx + Cy * dAx_dpx - Ay * dCx_dpx - Cx * dAy_dpx;
488
+ const float dV_dpy = Ax * dCy_dpy + Cy * dAx_dpy - Ay * dCx_dpy - Cx * dAy_dpy;
489
+ const float dV_dpz = Ax * dCy_dpz + Cy * dAx_dpz - Ay * dCx_dpz - Cx * dAy_dpz;
490
+ const vec3 dV_dp = vec3(dV_dpx, dV_dpy, dV_dpz);
491
+
492
+ const float dW_dpx = Bx * dAy_dpx + Ay * dBx_dpx - By * dAx_dpx - Ax * dBy_dpx;
493
+ const float dW_dpy = Bx * dAy_dpy + Ay * dBx_dpy - By * dAx_dpy - Ax * dBy_dpy;
494
+ const float dW_dpz = Bx * dAy_dpz + Ay * dBx_dpz - By * dAx_dpz - Ax * dBy_dpz;
495
+ const vec3 dW_dp = vec3(dW_dpx, dW_dpy, dW_dpz);
496
+
497
+ const float dT_dpx = dU_dpx * Az + U * dAz_dpx + dV_dpx * Bz + V * dBz_dpx + dW_dpx * Cz + W * dCz_dpx;
498
+ const float dT_dpy = dU_dpy * Az + U * dAz_dpy + dV_dpy * Bz + V * dBz_dpy + dW_dpy * Cz + W * dCz_dpy;
499
+ const float dT_dpz = dU_dpz * Az + U * dAz_dpz + dV_dpz * Bz + V * dBz_dpz + dW_dpz * Cz + W * dCz_dpz;
500
+ const vec3 dT_dp = vec3(dT_dpx, dT_dpy, dT_dpz);
501
+
502
+ const float dDet_dpx = dU_dpx + dV_dpx + dW_dpx;
503
+ const float dDet_dpy = dU_dpy + dV_dpy + dW_dpy;
504
+ const float dDet_dpz = dU_dpz + dV_dpz + dW_dpz;
505
+ const vec3 dDet_dp = vec3(dDet_dpx, dDet_dpy, dDet_dpz);
506
+
507
+ const vec3 du_dp = rcpDet * dU_dp + -U * rcpDetSq * dDet_dp;
508
+ const vec3 dv_dp = rcpDet * dV_dp + -V * rcpDetSq * dDet_dp;
509
+ const vec3 dt_dp = rcpDet * dT_dp + -T * rcpDetSq * dDet_dp;
510
+
511
+ vec3 adj_p_swapped = adj_u*du_dp + adj_v*dv_dp + adj_t*dt_dp;
512
+ adj_p[kx] += adj_p_swapped[0];
513
+ adj_p[ky] += adj_p_swapped[1];
514
+ adj_p[kz] += adj_p_swapped[2];
515
+
516
+ // adj_dir
517
+
518
+ const float dAx_dDx = -Sz * A[kz];
519
+ const float dBx_dDx = -Sz * B[kz];
520
+ const float dCx_dDx = -Sz * C[kz];
521
+ const float dAy_dDx = 0.f;
522
+ const float dBy_dDx = 0.f;
523
+ const float dCy_dDx = 0.f;
524
+ const float dAz_dDx = 0.f;
525
+ const float dBz_dDx = 0.f;
526
+ const float dCz_dDx = 0.f;
527
+
528
+ const float dAx_dDy = 0.f;
529
+ const float dBx_dDy = 0.f;
530
+ const float dCx_dDy = 0.f;
531
+ const float dAy_dDy = -Sz * A[kz];
532
+ const float dBy_dDy = -Sz * B[kz];
533
+ const float dCy_dDy = -Sz * C[kz];
534
+ const float dAz_dDy = 0.f;
535
+ const float dBz_dDy = 0.f;
536
+ const float dCz_dDy = 0.f;
537
+
538
+ const float dAx_dDz = Dx * Sz * Sz * A[kz];
539
+ const float dBx_dDz = Dx * Sz * Sz * B[kz];
540
+ const float dCx_dDz = Dx * Sz * Sz * C[kz];
541
+ const float dAy_dDz = Dy * Sz * Sz * A[kz];
542
+ const float dBy_dDz = Dy * Sz * Sz * B[kz];
543
+ const float dCy_dDz = Dy * Sz * Sz * C[kz];
544
+ const float dAz_dDz = -Sz * Sz * A[kz];
545
+ const float dBz_dDz = -Sz * Sz * B[kz];
546
+ const float dCz_dDz = -Sz * Sz * C[kz];
547
+
548
+ const float dU_dDx = Cx * dBy_dDx + By * dCx_dDx - Cy * dBx_dDx - Bx * dCy_dDx;
549
+ const float dU_dDy = Cx * dBy_dDy + By * dCx_dDy - Cy * dBx_dDy - Bx * dCy_dDy;
550
+ const float dU_dDz = Cx * dBy_dDz + By * dCx_dDz - Cy * dBx_dDz - Bx * dCy_dDz;
551
+ const vec3 dU_dD = vec3(dU_dDx, dU_dDy, dU_dDz);
552
+
553
+ const float dV_dDx = Ax * dCy_dDx + Cy * dAx_dDx - Ay * dCx_dDx - Cx * dAy_dDx;
554
+ const float dV_dDy = Ax * dCy_dDy + Cy * dAx_dDy - Ay * dCx_dDy - Cx * dAy_dDy;
555
+ const float dV_dDz = Ax * dCy_dDz + Cy * dAx_dDz - Ay * dCx_dDz - Cx * dAy_dDz;
556
+ const vec3 dV_dD = vec3(dV_dDx, dV_dDy, dV_dDz);
557
+
558
+ const float dW_dDx = Bx * dAy_dDx + Ay * dBx_dDx - By * dAx_dDx - Ax * dBy_dDx;
559
+ const float dW_dDy = Bx * dAy_dDy + Ay * dBx_dDy - By * dAx_dDy - Ax * dBy_dDy;
560
+ const float dW_dDz = Bx * dAy_dDz + Ay * dBx_dDz - By * dAx_dDz - Ax * dBy_dDz;
561
+ const vec3 dW_dD = vec3(dW_dDx, dW_dDy, dW_dDz);
562
+
563
+ const float dT_dDx = dU_dDx * Az + U * dAz_dDx + dV_dDx * Bz + V * dBz_dDx + dW_dDx * Cz + W * dCz_dDx;
564
+ const float dT_dDy = dU_dDy * Az + U * dAz_dDy + dV_dDy * Bz + V * dBz_dDy + dW_dDy * Cz + W * dCz_dDy;
565
+ const float dT_dDz = dU_dDz * Az + U * dAz_dDz + dV_dDz * Bz + V * dBz_dDz + dW_dDz * Cz + W * dCz_dDz;
566
+ const vec3 dT_dD = vec3(dT_dDx, dT_dDy, dT_dDz);
567
+
568
+ const float dDet_dDx = dU_dDx + dV_dDx + dW_dDx;
569
+ const float dDet_dDy = dU_dDy + dV_dDy + dW_dDy;
570
+ const float dDet_dDz = dU_dDz + dV_dDz + dW_dDz;
571
+ const vec3 dDet_dD = vec3(dDet_dDx, dDet_dDy, dDet_dDz);
572
+
573
+ const vec3 du_dD = rcpDet * dU_dD + -U * rcpDetSq * dDet_dD;
574
+ const vec3 dv_dD = rcpDet * dV_dD + -V * rcpDetSq * dDet_dD;
575
+ const vec3 dt_dD = rcpDet * dT_dD + -T * rcpDetSq * dDet_dD;
576
+
577
+ vec3 adj_dir_swapped = adj_u*du_dD + adj_v*dv_dD + adj_t*dt_dD;
578
+ adj_dir[kx] += adj_dir_swapped[0];
579
+ adj_dir[ky] += adj_dir_swapped[1];
580
+ adj_dir[kz] += adj_dir_swapped[2];
581
+ }
582
+
583
+ // Möller's method
584
+ #include "intersect_tri.h"
585
+
586
+ CUDA_CALLABLE inline int intersect_tri_tri(
587
+ vec3& v0, vec3& v1, vec3& v2,
588
+ vec3& u0, vec3& u1, vec3& u2)
589
+ {
590
+ return NoDivTriTriIsect(&v0[0], &v1[0], &v2[0], &u0[0], &u1[0], &u2[0]);
591
+ }
592
+
593
+ CUDA_CALLABLE inline void adj_intersect_tri_tri(const vec3& var_v0,
594
+ const vec3& var_v1,
595
+ const vec3& var_v2,
596
+ const vec3& var_u0,
597
+ const vec3& var_u1,
598
+ const vec3& var_u2,
599
+ vec3& adj_v0,
600
+ vec3& adj_v1,
601
+ vec3& adj_v2,
602
+ vec3& adj_u0,
603
+ vec3& adj_u1,
604
+ vec3& adj_u2,
605
+ int adj_ret) {}
606
+
607
+
608
+ CUDA_CALLABLE inline void adj_closest_point_to_triangle(
609
+ const vec3& var_a, const vec3& var_b, const vec3& var_c, const vec3& var_p,
610
+ vec3& adj_a, vec3& adj_b, vec3& adj_c, vec3& adj_p, vec2& adj_ret)
611
+ {
612
+
613
+ // primal vars
614
+ vec3 var_0;
615
+ vec3 var_1;
616
+ vec3 var_2;
617
+ float32 var_3;
618
+ float32 var_4;
619
+ const float32 var_5 = 0.0;
620
+ bool var_6;
621
+ bool var_7;
622
+ bool var_8;
623
+ const float32 var_9 = 1.0;
624
+ vec2 var_10;
625
+ vec3 var_11;
626
+ float32 var_12;
627
+ float32 var_13;
628
+ bool var_14;
629
+ bool var_15;
630
+ bool var_16;
631
+ vec2 var_17;
632
+ vec2 var_18;
633
+ float32 var_19;
634
+ float32 var_20;
635
+ float32 var_21;
636
+ float32 var_22;
637
+ float32 var_23;
638
+ bool var_24;
639
+ bool var_25;
640
+ bool var_26;
641
+ bool var_27;
642
+ float32 var_28;
643
+ vec2 var_29;
644
+ vec2 var_30;
645
+ vec3 var_31;
646
+ float32 var_32;
647
+ float32 var_33;
648
+ bool var_34;
649
+ bool var_35;
650
+ bool var_36;
651
+ vec2 var_37;
652
+ vec2 var_38;
653
+ float32 var_39;
654
+ float32 var_40;
655
+ float32 var_41;
656
+ float32 var_42;
657
+ float32 var_43;
658
+ bool var_44;
659
+ bool var_45;
660
+ bool var_46;
661
+ bool var_47;
662
+ float32 var_48;
663
+ vec2 var_49;
664
+ vec2 var_50;
665
+ float32 var_51;
666
+ float32 var_52;
667
+ float32 var_53;
668
+ float32 var_54;
669
+ float32 var_55;
670
+ float32 var_56;
671
+ float32 var_57;
672
+ float32 var_58;
673
+ bool var_59;
674
+ float32 var_60;
675
+ bool var_61;
676
+ float32 var_62;
677
+ bool var_63;
678
+ bool var_64;
679
+ float32 var_65;
680
+ vec2 var_66;
681
+ // vec2 var_67;
682
+ float32 var_68;
683
+ float32 var_69;
684
+ float32 var_70;
685
+ float32 var_71;
686
+ float32 var_72;
687
+ float32 var_73;
688
+ float32 var_74;
689
+ // vec2 var_75;
690
+ //---------
691
+ // dual vars
692
+ vec3 adj_0 = 0;
693
+ vec3 adj_1 = 0;
694
+ vec3 adj_2 = 0;
695
+ float32 adj_3 = 0;
696
+ float32 adj_4 = 0;
697
+ float32 adj_5 = 0;
698
+ //bool adj_6 = 0;
699
+ //bool adj_7 = 0;
700
+ //bool adj_8 = 0;
701
+ float32 adj_9 = 0;
702
+ vec2 adj_10 = 0;
703
+ vec3 adj_11 = 0;
704
+ float32 adj_12 = 0;
705
+ float32 adj_13 = 0;
706
+ //bool adj_14 = 0;
707
+ //bool adj_15 = 0;
708
+ bool adj_16 = 0;
709
+ vec2 adj_17 = 0;
710
+ vec2 adj_18 = 0;
711
+ float32 adj_19 = 0;
712
+ float32 adj_20 = 0;
713
+ float32 adj_21 = 0;
714
+ float32 adj_22 = 0;
715
+ float32 adj_23 = 0;
716
+ //bool adj_24 = 0;
717
+ //bool adj_25 = 0;
718
+ //bool adj_26 = 0;
719
+ bool adj_27 = 0;
720
+ float32 adj_28 = 0;
721
+ vec2 adj_29 = 0;
722
+ vec2 adj_30 = 0;
723
+ vec3 adj_31 = 0;
724
+ float32 adj_32 = 0;
725
+ float32 adj_33 = 0;
726
+ //bool adj_34 = 0;
727
+ //bool adj_35 = 0;
728
+ bool adj_36 = 0;
729
+ vec2 adj_37 = 0;
730
+ vec2 adj_38 = 0;
731
+ float32 adj_39 = 0;
732
+ float32 adj_40 = 0;
733
+ float32 adj_41 = 0;
734
+ float32 adj_42 = 0;
735
+ float32 adj_43 = 0;
736
+ //bool adj_44 = 0;
737
+ //bool adj_45 = 0;
738
+ //bool adj_46 = 0;
739
+ bool adj_47 = 0;
740
+ float32 adj_48 = 0;
741
+ vec2 adj_49 = 0;
742
+ vec2 adj_50 = 0;
743
+ float32 adj_51 = 0;
744
+ float32 adj_52 = 0;
745
+ float32 adj_53 = 0;
746
+ float32 adj_54 = 0;
747
+ float32 adj_55 = 0;
748
+ float32 adj_56 = 0;
749
+ float32 adj_57 = 0;
750
+ float32 adj_58 = 0;
751
+ //bool adj_59 = 0;
752
+ float32 adj_60 = 0;
753
+ //bool adj_61 = 0;
754
+ float32 adj_62 = 0;
755
+ //bool adj_63 = 0;
756
+ bool adj_64 = 0;
757
+ float32 adj_65 = 0;
758
+ vec2 adj_66 = 0;
759
+ vec2 adj_67 = 0;
760
+ float32 adj_68 = 0;
761
+ float32 adj_69 = 0;
762
+ float32 adj_70 = 0;
763
+ float32 adj_71 = 0;
764
+ float32 adj_72 = 0;
765
+ float32 adj_73 = 0;
766
+ float32 adj_74 = 0;
767
+ vec2 adj_75 = 0;
768
+ //---------
769
+ // forward
770
+ var_0 = wp::sub(var_b, var_a);
771
+ var_1 = wp::sub(var_c, var_a);
772
+ var_2 = wp::sub(var_p, var_a);
773
+ var_3 = wp::dot(var_0, var_2);
774
+ var_4 = wp::dot(var_1, var_2);
775
+ var_6 = (var_3 <= var_5);
776
+ var_7 = (var_4 <= var_5);
777
+ var_8 = var_6 && var_7;
778
+ if (var_8) {
779
+ var_10 = wp::vec2(var_9, var_5);
780
+ goto label0;
781
+ }
782
+ var_11 = wp::sub(var_p, var_b);
783
+ var_12 = wp::dot(var_0, var_11);
784
+ var_13 = wp::dot(var_1, var_11);
785
+ var_14 = (var_12 >= var_5);
786
+ var_15 = (var_13 <= var_12);
787
+ var_16 = var_14 && var_15;
788
+ if (var_16) {
789
+ var_17 = wp::vec2(var_5, var_9);
790
+ goto label1;
791
+ }
792
+ var_18 = wp::select(var_16, var_10, var_17);
793
+ var_19 = wp::mul(var_3, var_13);
794
+ var_20 = wp::mul(var_12, var_4);
795
+ var_21 = wp::sub(var_19, var_20);
796
+ var_22 = wp::sub(var_3, var_12);
797
+ var_23 = wp::div(var_3, var_22);
798
+ var_24 = (var_21 <= var_5);
799
+ var_25 = (var_3 >= var_5);
800
+ var_26 = (var_12 <= var_5);
801
+ var_27 = var_24 && var_25 && var_26;
802
+ if (var_27) {
803
+ var_28 = wp::sub(var_9, var_23);
804
+ var_29 = wp::vec2(var_28, var_23);
805
+ goto label2;
806
+ }
807
+ var_30 = wp::select(var_27, var_18, var_29);
808
+ var_31 = wp::sub(var_p, var_c);
809
+ var_32 = wp::dot(var_0, var_31);
810
+ var_33 = wp::dot(var_1, var_31);
811
+ var_34 = (var_33 >= var_5);
812
+ var_35 = (var_32 <= var_33);
813
+ var_36 = var_34 && var_35;
814
+ if (var_36) {
815
+ var_37 = wp::vec2(var_5, var_5);
816
+ goto label3;
817
+ }
818
+ var_38 = wp::select(var_36, var_30, var_37);
819
+ var_39 = wp::mul(var_32, var_4);
820
+ var_40 = wp::mul(var_3, var_33);
821
+ var_41 = wp::sub(var_39, var_40);
822
+ var_42 = wp::sub(var_4, var_33);
823
+ var_43 = wp::div(var_4, var_42);
824
+ var_44 = (var_41 <= var_5);
825
+ var_45 = (var_4 >= var_5);
826
+ var_46 = (var_33 <= var_5);
827
+ var_47 = var_44 && var_45 && var_46;
828
+ if (var_47) {
829
+ var_48 = wp::sub(var_9, var_43);
830
+ var_49 = wp::vec2(var_48, var_5);
831
+ goto label4;
832
+ }
833
+ var_50 = wp::select(var_47, var_38, var_49);
834
+ var_51 = wp::mul(var_12, var_33);
835
+ var_52 = wp::mul(var_32, var_13);
836
+ var_53 = wp::sub(var_51, var_52);
837
+ var_54 = wp::sub(var_13, var_12);
838
+ var_55 = wp::sub(var_13, var_12);
839
+ var_56 = wp::sub(var_32, var_33);
840
+ var_57 = wp::add(var_55, var_56);
841
+ var_58 = wp::div(var_54, var_57);
842
+ var_59 = (var_53 <= var_5);
843
+ var_60 = wp::sub(var_13, var_12);
844
+ var_61 = (var_60 >= var_5);
845
+ var_62 = wp::sub(var_32, var_33);
846
+ var_63 = (var_62 >= var_5);
847
+ var_64 = var_59 && var_61 && var_63;
848
+ if (var_64) {
849
+ var_65 = wp::sub(var_9, var_58);
850
+ var_66 = wp::vec2(var_5, var_65);
851
+ goto label5;
852
+ }
853
+ // var_67 = wp::select(var_64, var_50, var_66);
854
+ var_68 = wp::add(var_53, var_41);
855
+ var_69 = wp::add(var_68, var_21);
856
+ var_70 = wp::div(var_9, var_69);
857
+ var_71 = wp::mul(var_41, var_70);
858
+ var_72 = wp::mul(var_21, var_70);
859
+ var_73 = wp::sub(var_9, var_71);
860
+ var_74 = wp::sub(var_73, var_72);
861
+ // var_75 = wp::vec2(var_74, var_71);
862
+ goto label6;
863
+ //---------
864
+ // reverse
865
+ label6:;
866
+ adj_75 += adj_ret;
867
+ wp::adj_vec2(var_74, var_71, adj_74, adj_71, adj_75);
868
+ wp::adj_sub(var_73, var_72, adj_73, adj_72, adj_74);
869
+ wp::adj_sub(var_9, var_71, adj_9, adj_71, adj_73);
870
+ wp::adj_mul(var_21, var_70, adj_21, adj_70, adj_72);
871
+ wp::adj_mul(var_41, var_70, adj_41, adj_70, adj_71);
872
+ wp::adj_div(var_9, var_69, var_70, adj_9, adj_69, adj_70);
873
+ wp::adj_add(var_68, var_21, adj_68, adj_21, adj_69);
874
+ wp::adj_add(var_53, var_41, adj_53, adj_41, adj_68);
875
+ wp::adj_select(var_64, var_50, var_66, adj_64, adj_50, adj_66, adj_67);
876
+ if (var_64) {
877
+ label5:;
878
+ adj_66 += adj_ret;
879
+ wp::adj_vec2(var_5, var_65, adj_5, adj_65, adj_66);
880
+ wp::adj_sub(var_9, var_58, adj_9, adj_58, adj_65);
881
+ }
882
+ wp::adj_sub(var_32, var_33, adj_32, adj_33, adj_62);
883
+ wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_60);
884
+ wp::adj_div(var_54, var_57, var_58, adj_54, adj_57, adj_58);
885
+ wp::adj_add(var_55, var_56, adj_55, adj_56, adj_57);
886
+ wp::adj_sub(var_32, var_33, adj_32, adj_33, adj_56);
887
+ wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_55);
888
+ wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_54);
889
+ wp::adj_sub(var_51, var_52, adj_51, adj_52, adj_53);
890
+ wp::adj_mul(var_32, var_13, adj_32, adj_13, adj_52);
891
+ wp::adj_mul(var_12, var_33, adj_12, adj_33, adj_51);
892
+ wp::adj_select(var_47, var_38, var_49, adj_47, adj_38, adj_49, adj_50);
893
+ if (var_47) {
894
+ label4:;
895
+ adj_49 += adj_ret;
896
+ wp::adj_vec2(var_48, var_5, adj_48, adj_5, adj_49);
897
+ wp::adj_sub(var_9, var_43, adj_9, adj_43, adj_48);
898
+ }
899
+ wp::adj_div(var_4, var_42, var_43, adj_4, adj_42, adj_43);
900
+ wp::adj_sub(var_4, var_33, adj_4, adj_33, adj_42);
901
+ wp::adj_sub(var_39, var_40, adj_39, adj_40, adj_41);
902
+ wp::adj_mul(var_3, var_33, adj_3, adj_33, adj_40);
903
+ wp::adj_mul(var_32, var_4, adj_32, adj_4, adj_39);
904
+ wp::adj_select(var_36, var_30, var_37, adj_36, adj_30, adj_37, adj_38);
905
+ if (var_36) {
906
+ label3:;
907
+ adj_37 += adj_ret;
908
+ wp::adj_vec2(var_5, var_5, adj_5, adj_5, adj_37);
909
+ }
910
+ wp::adj_dot(var_1, var_31, adj_1, adj_31, adj_33);
911
+ wp::adj_dot(var_0, var_31, adj_0, adj_31, adj_32);
912
+ wp::adj_sub(var_p, var_c, adj_p, adj_c, adj_31);
913
+ wp::adj_select(var_27, var_18, var_29, adj_27, adj_18, adj_29, adj_30);
914
+ if (var_27) {
915
+ label2:;
916
+ adj_29 += adj_ret;
917
+ wp::adj_vec2(var_28, var_23, adj_28, adj_23, adj_29);
918
+ wp::adj_sub(var_9, var_23, adj_9, adj_23, adj_28);
919
+ }
920
+ wp::adj_div(var_3, var_22, var_23, adj_3, adj_22, adj_23);
921
+ wp::adj_sub(var_3, var_12, adj_3, adj_12, adj_22);
922
+ wp::adj_sub(var_19, var_20, adj_19, adj_20, adj_21);
923
+ wp::adj_mul(var_12, var_4, adj_12, adj_4, adj_20);
924
+ wp::adj_mul(var_3, var_13, adj_3, adj_13, adj_19);
925
+ wp::adj_select(var_16, var_10, var_17, adj_16, adj_10, adj_17, adj_18);
926
+ if (var_16) {
927
+ label1:;
928
+ adj_17 += adj_ret;
929
+ wp::adj_vec2(var_5, var_9, adj_5, adj_9, adj_17);
930
+ }
931
+ wp::adj_dot(var_1, var_11, adj_1, adj_11, adj_13);
932
+ wp::adj_dot(var_0, var_11, adj_0, adj_11, adj_12);
933
+ wp::adj_sub(var_p, var_b, adj_p, adj_b, adj_11);
934
+ if (var_8) {
935
+ label0:;
936
+ adj_10 += adj_ret;
937
+ wp::adj_vec2(var_9, var_5, adj_9, adj_5, adj_10);
938
+ }
939
+ wp::adj_dot(var_1, var_2, adj_1, adj_2, adj_4);
940
+ wp::adj_dot(var_0, var_2, adj_0, adj_2, adj_3);
941
+ wp::adj_sub(var_p, var_a, adj_p, adj_a, adj_2);
942
+ wp::adj_sub(var_c, var_a, adj_c, adj_a, adj_1);
943
+ wp::adj_sub(var_b, var_a, adj_b, adj_a, adj_0);
944
+ return;
945
+
946
+ }
947
+
948
+
949
+
950
+ // ----------------------------------------------------------------
951
+ // jleaf: I needed to replace "float(" with "cast_float(" manually below because
952
+ // "#define float(x) cast_float(x)"" in this header affects other files.
953
+ // See adjoint in "intersect_adj.h" for the generated adjoint.
954
+ /*
955
+ Here is the original warp implementation that was used to generate this code:
956
+
957
+ # https://books.google.ca/books?id=WGpL6Sk9qNAC&printsec=frontcover&hl=en#v=onepage&q=triangle&f=false
958
+ # From 5.1.9
959
+ # p1 and q1 are points of edge 1.
960
+ # p2 and q2 are points of edge 2.
961
+ # epsilon zero tolerance for determining if points in an edge are degenerate
962
+ # output: A single wp.vec3, containing s and t for edges 1 and 2 respectively,
963
+ # and the distance between their closest points.
964
+ @wp.func
965
+ def closest_point_edge_edge(
966
+ p1: wp.vec3, q1: wp.vec3, p2: wp.vec3, q2: wp.vec3, epsilon: float
967
+ ):
968
+ # direction vectors of each segment/edge
969
+ d1 = q1 - p1
970
+ d2 = q2 - p2
971
+ r = p1 - p2
972
+
973
+ a = wp.dot(d1, d1) # squared length of segment s1, always nonnegative
974
+ e = wp.dot(d2, d2) # squared length of segment s2, always nonnegative
975
+ f = wp.dot(d2, r)
976
+
977
+ s = float(0.0)
978
+ t = float(0.0)
979
+ dist = wp.length(p2 - p1)
980
+
981
+ # Check if either or both segments degenerate into points
982
+ if a <= epsilon and e <= epsilon:
983
+ # both segments degenerate into points
984
+ return wp.vec3(s, t, dist)
985
+
986
+ if a <= epsilon:
987
+ s = float(0.0)
988
+ t = float(f / e) # s = 0 => t = (b*s + f) / e = f / e
989
+ else:
990
+ c = wp.dot(d1, r)
991
+ if e <= epsilon:
992
+ # second segment generates into a point
993
+ s = wp.clamp(-c / a, 0.0, 1.0) # t = 0 => s = (b*t-c)/a = -c/a
994
+ t = float(0.0)
995
+ else:
996
+ # The general nondegenerate case starts here
997
+ b = wp.dot(d1, d2)
998
+ denom = a * e - b * b # always nonnegative
999
+
1000
+ # if segments not parallel, compute closest point on L1 to L2 and
1001
+ # clamp to segment S1. Else pick arbitrary s (here 0)
1002
+ if denom != 0.0:
1003
+ s = wp.clamp((b * f - c * e) / denom, 0.0, 1.0)
1004
+ else:
1005
+ s = 0.0
1006
+
1007
+ # compute point on L2 closest to S1(s) using
1008
+ # t = dot((p1+d2*s) - p2,d2)/dot(d2,d2) = (b*s+f)/e
1009
+ t = (b * s + f) / e
1010
+
1011
+ # if t in [0,1] done. Else clamp t, recompute s for the new value
1012
+ # of t using s = dot((p2+d2*t-p1,d1)/dot(d1,d1) = (t*b - c)/a
1013
+ # and clamp s to [0,1]
1014
+ if t < 0.0:
1015
+ t = 0.0
1016
+ s = wp.clamp(-c / a, 0.0, 1.0)
1017
+ elif t > 1.0:
1018
+ t = 1.0
1019
+ s = wp.clamp((b - c) / a, 0.0, 1.0)
1020
+
1021
+ c1 = p1 + (q1 - p1) * s
1022
+ c2 = p2 + (q2 - p2) * t
1023
+ dist = wp.length(c2 - c1)
1024
+ return wp.vec3(s, t, dist)
1025
+
1026
+ */
1027
+
1028
+ static CUDA_CALLABLE vec3 closest_point_edge_edge(vec3 var_p1,
1029
+ vec3 var_q1,
1030
+ vec3 var_p2,
1031
+ vec3 var_q2,
1032
+ float32 var_epsilon)
1033
+ {
1034
+ //---------
1035
+ // primal vars
1036
+ vec3 var_0;
1037
+ vec3 var_1;
1038
+ vec3 var_2;
1039
+ float32 var_3;
1040
+ float32 var_4;
1041
+ float32 var_5;
1042
+ const float32 var_6 = 0.0;
1043
+ float32 var_7;
1044
+ float32 var_8;
1045
+ vec3 var_9;
1046
+ float32 var_10;
1047
+ bool var_11;
1048
+ bool var_12;
1049
+ bool var_13;
1050
+ vec3 var_14;
1051
+ bool var_15;
1052
+ float32 var_16;
1053
+ float32 var_17;
1054
+ float32 var_18;
1055
+ float32 var_19;
1056
+ float32 var_20;
1057
+ float32 var_21;
1058
+ bool var_22;
1059
+ float32 var_23;
1060
+ float32 var_24;
1061
+ const float32 var_25 = 1.0;
1062
+ float32 var_26;
1063
+ float32 var_27;
1064
+ float32 var_28;
1065
+ float32 var_29;
1066
+ float32 var_30;
1067
+ float32 var_31;
1068
+ float32 var_32;
1069
+ float32 var_33;
1070
+ bool var_34;
1071
+ float32 var_35;
1072
+ float32 var_36;
1073
+ float32 var_37;
1074
+ float32 var_38;
1075
+ float32 var_39;
1076
+ float32 var_40;
1077
+ float32 var_41;
1078
+ float32 var_42;
1079
+ float32 var_43;
1080
+ float32 var_44;
1081
+ bool var_45;
1082
+ float32 var_46;
1083
+ float32 var_47;
1084
+ float32 var_48;
1085
+ float32 var_49;
1086
+ float32 var_50;
1087
+ bool var_51;
1088
+ float32 var_52;
1089
+ float32 var_53;
1090
+ float32 var_54;
1091
+ float32 var_55;
1092
+ float32 var_56;
1093
+ float32 var_57;
1094
+ float32 var_58;
1095
+ float32 var_59;
1096
+ float32 var_60;
1097
+ float32 var_61;
1098
+ float32 var_62;
1099
+ vec3 var_63;
1100
+ vec3 var_64;
1101
+ vec3 var_65;
1102
+ vec3 var_66;
1103
+ vec3 var_67;
1104
+ vec3 var_68;
1105
+ vec3 var_69;
1106
+ float32 var_70;
1107
+ vec3 var_71;
1108
+ //---------
1109
+ // forward
1110
+ var_0 = wp::sub(var_q1, var_p1);
1111
+ var_1 = wp::sub(var_q2, var_p2);
1112
+ var_2 = wp::sub(var_p1, var_p2);
1113
+ var_3 = wp::dot(var_0, var_0);
1114
+ var_4 = wp::dot(var_1, var_1);
1115
+ var_5 = wp::dot(var_1, var_2);
1116
+ var_7 = wp::cast_float(var_6);
1117
+ var_8 = wp::cast_float(var_6);
1118
+ var_9 = wp::sub(var_p2, var_p1);
1119
+ var_10 = wp::length(var_9);
1120
+ var_11 = (var_3 <= var_epsilon);
1121
+ var_12 = (var_4 <= var_epsilon);
1122
+ var_13 = var_11 && var_12;
1123
+ if (var_13) {
1124
+ var_14 = wp::vec3(var_7, var_8, var_10);
1125
+ return var_14;
1126
+ }
1127
+ var_15 = (var_3 <= var_epsilon);
1128
+ if (var_15) {
1129
+ var_16 = wp::cast_float(var_6);
1130
+ var_17 = wp::div(var_5, var_4);
1131
+ var_18 = wp::cast_float(var_17);
1132
+ }
1133
+ var_19 = wp::select(var_15, var_7, var_16);
1134
+ var_20 = wp::select(var_15, var_8, var_18);
1135
+ if (!var_15) {
1136
+ var_21 = wp::dot(var_0, var_2);
1137
+ var_22 = (var_4 <= var_epsilon);
1138
+ if (var_22) {
1139
+ var_23 = wp::neg(var_21);
1140
+ var_24 = wp::div(var_23, var_3);
1141
+ var_26 = wp::clamp(var_24, var_6, var_25);
1142
+ var_27 = wp::cast_float(var_6);
1143
+ }
1144
+ var_28 = wp::select(var_22, var_19, var_26);
1145
+ var_29 = wp::select(var_22, var_20, var_27);
1146
+ if (!var_22) {
1147
+ var_30 = wp::dot(var_0, var_1);
1148
+ var_31 = wp::mul(var_3, var_4);
1149
+ var_32 = wp::mul(var_30, var_30);
1150
+ var_33 = wp::sub(var_31, var_32);
1151
+ var_34 = (var_33 != var_6);
1152
+ if (var_34) {
1153
+ var_35 = wp::mul(var_30, var_5);
1154
+ var_36 = wp::mul(var_21, var_4);
1155
+ var_37 = wp::sub(var_35, var_36);
1156
+ var_38 = wp::div(var_37, var_33);
1157
+ var_39 = wp::clamp(var_38, var_6, var_25);
1158
+ }
1159
+ var_40 = wp::select(var_34, var_28, var_39);
1160
+ if (!var_34) {
1161
+ }
1162
+ var_41 = wp::select(var_34, var_6, var_40);
1163
+ var_42 = wp::mul(var_30, var_41);
1164
+ var_43 = wp::add(var_42, var_5);
1165
+ var_44 = wp::div(var_43, var_4);
1166
+ var_45 = (var_44 < var_6);
1167
+ if (var_45) {
1168
+ var_46 = wp::neg(var_21);
1169
+ var_47 = wp::div(var_46, var_3);
1170
+ var_48 = wp::clamp(var_47, var_6, var_25);
1171
+ }
1172
+ var_49 = wp::select(var_45, var_41, var_48);
1173
+ var_50 = wp::select(var_45, var_44, var_6);
1174
+ if (!var_45) {
1175
+ var_51 = (var_50 > var_25);
1176
+ if (var_51) {
1177
+ var_52 = wp::sub(var_30, var_21);
1178
+ var_53 = wp::div(var_52, var_3);
1179
+ var_54 = wp::clamp(var_53, var_6, var_25);
1180
+ }
1181
+ var_55 = wp::select(var_51, var_49, var_54);
1182
+ var_56 = wp::select(var_51, var_50, var_25);
1183
+ }
1184
+ var_57 = wp::select(var_45, var_55, var_49);
1185
+ var_58 = wp::select(var_45, var_56, var_50);
1186
+ }
1187
+ var_59 = wp::select(var_22, var_57, var_28);
1188
+ var_60 = wp::select(var_22, var_58, var_29);
1189
+ }
1190
+ var_61 = wp::select(var_15, var_59, var_19);
1191
+ var_62 = wp::select(var_15, var_60, var_20);
1192
+ var_63 = wp::sub(var_q1, var_p1);
1193
+ var_64 = wp::mul(var_63, var_61);
1194
+ var_65 = wp::add(var_p1, var_64);
1195
+ var_66 = wp::sub(var_q2, var_p2);
1196
+ var_67 = wp::mul(var_66, var_62);
1197
+ var_68 = wp::add(var_p2, var_67);
1198
+ var_69 = wp::sub(var_68, var_65);
1199
+ var_70 = wp::length(var_69);
1200
+ var_71 = wp::vec3(var_61, var_62, var_70);
1201
+ return var_71;
1202
+
1203
+ }
1204
+ } // namespace wp