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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "../common/ray.h"
++ #include "../common/scene_points.h"
++ #include "curve_intersector_precalculations.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<int M>
++ struct DiscIntersectorHitM
++ {
++ __forceinline DiscIntersectorHitM() {}
++
++ __forceinline DiscIntersectorHitM(const vfloat<M>& u, const vfloat<M>& v, const vfloat<M>& t, const Vec3vf<M>& Ng)
++ : vu(u), vv(v), vt(t), vNg(Ng)
++ {
++ }
++
++ __forceinline void finalize() {}
++
++ __forceinline Vec2f uv(const size_t i) const
++ {
++ return Vec2f(vu[i], vv[i]);
++ }
++ __forceinline float t(const size_t i) const
++ {
++ return vt[i];
++ }
++ __forceinline Vec3fa Ng(const size_t i) const
++ {
++ return Vec3fa(vNg.x[i], vNg.y[i], vNg.z[i]);
++ }
++
++ public:
++ vfloat<M> vu;
++ vfloat<M> vv;
++ vfloat<M> vt;
++ Vec3vf<M> vNg;
++ };
++
++ template<int M>
++ struct DiscIntersector1
++ {
++ typedef CurvePrecalculations1 Precalculations;
++
++ template<typename Epilog>
++ static __forceinline bool intersect(
++ const vbool<M>& valid_i,
++ Ray& ray,
++ IntersectContext* context,
++ const Points* geom,
++ const Precalculations& pre,
++ const Vec4vf<M>& v0i,
++ const Epilog& epilog)
++ {
++ vbool<M> valid = valid_i;
++
++ const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
++ const Vec3vf<M> ray_dir(ray.dir.x, ray.dir.y, ray.dir.z);
++ const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
++
++ const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
++ const Vec3vf<M> center = v0.xyz();
++ const vfloat<M> radius = v0.w;
++
++ const Vec3vf<M> c0 = center - ray_org;
++ const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
++
++ valid &= (vfloat<M>(ray.tnear()) <= projC0) & (projC0 <= vfloat<M>(ray.tfar));
++ if (EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR != 0.0f)
++ valid &= projC0 > float(EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR) * radius * pre.depth_scale; // ignore self intersections
++ if (unlikely(none(valid)))
++ return false;
++
++ const Vec3vf<M> perp = c0 - projC0 * ray_dir;
++ const vfloat<M> l2 = dot(perp, perp);
++ const vfloat<M> r2 = radius * radius;
++ valid &= (l2 <= r2);
++ if (unlikely(none(valid)))
++ return false;
++
++ DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
++ return epilog(valid, hit);
++ }
++
++ template<typename Epilog>
++ static __forceinline bool intersect(const vbool<M>& valid_i,
++ Ray& ray,
++ IntersectContext* context,
++ const Points* geom,
++ const Precalculations& pre,
++ const Vec4vf<M>& v0i,
++ const Vec3vf<M>& normal,
++ const Epilog& epilog)
++ {
++ vbool<M> valid = valid_i;
++ const Vec3vf<M> ray_org(ray.org.x, ray.org.y, ray.org.z);
++
++ const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
++ const Vec3vf<M> center = v0.xyz();
++ const vfloat<M> radius = v0.w;
++
++ vfloat<M> divisor = dot(Vec3vf<M>((Vec3fa)ray.dir), normal);
++ const vbool<M> parallel = divisor == vfloat<M>(0.f);
++ valid &= !parallel;
++ divisor = select(parallel, 1.f, divisor); // prevent divide by zero
++
++ vfloat<M> t = dot(center - Vec3vf<M>((Vec3fa)ray.org), Vec3vf<M>(normal)) / divisor;
++
++ valid &= (vfloat<M>(ray.tnear()) <= t) & (t <= vfloat<M>(ray.tfar));
++ if (unlikely(none(valid)))
++ return false;
++
++ Vec3vf<M> intersection = Vec3vf<M>((Vec3fa)ray.org) + Vec3vf<M>((Vec3fa)ray.dir) * t;
++ vfloat<M> dist2 = dot(intersection - center, intersection - center);
++ valid &= dist2 < radius * radius;
++ if (unlikely(none(valid)))
++ return false;
++
++ DiscIntersectorHitM<M> hit(zero, zero, t, normal);
++ return epilog(valid, hit);
++ }
++ };
++
++ template<int M, int K>
++ struct DiscIntersectorK
++ {
++ typedef CurvePrecalculationsK<K> Precalculations;
++
++ template<typename Epilog>
++ static __forceinline bool intersect(const vbool<M>& valid_i,
++ RayK<K>& ray,
++ size_t k,
++ IntersectContext* context,
++ const Points* geom,
++ const Precalculations& pre,
++ const Vec4vf<M>& v0i,
++ const Epilog& epilog)
++ {
++ vbool<M> valid = valid_i;
++
++ const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
++ const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
++ const vfloat<M> rd2 = rcp(dot(ray_dir, ray_dir));
++
++ const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
++ const Vec3vf<M> center = v0.xyz();
++ const vfloat<M> radius = v0.w;
++
++ const Vec3vf<M> c0 = center - ray_org;
++ const vfloat<M> projC0 = dot(c0, ray_dir) * rd2;
++
++ valid &= (vfloat<M>(ray.tnear()[k]) <= projC0) & (projC0 <= vfloat<M>(ray.tfar[k]));
++ if (EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR != 0.0f)
++ valid &= projC0 > float(EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR) * radius * pre.depth_scale[k]; // ignore self intersections
++ if (unlikely(none(valid)))
++ return false;
++
++ const Vec3vf<M> perp = c0 - projC0 * ray_dir;
++ const vfloat<M> l2 = dot(perp, perp);
++ const vfloat<M> r2 = radius * radius;
++ valid &= (l2 <= r2);
++ if (unlikely(none(valid)))
++ return false;
++
++ DiscIntersectorHitM<M> hit(zero, zero, projC0, -ray_dir);
++ return epilog(valid, hit);
++ }
++
++ template<typename Epilog>
++ static __forceinline bool intersect(const vbool<M>& valid_i,
++ RayK<K>& ray,
++ size_t k,
++ IntersectContext* context,
++ const Points* geom,
++ const Precalculations& pre,
++ const Vec4vf<M>& v0i,
++ const Vec3vf<M>& normal,
++ const Epilog& epilog)
++ {
++ vbool<M> valid = valid_i;
++ const Vec3vf<M> ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
++ const Vec3vf<M> ray_dir(ray.dir.x[k], ray.dir.y[k], ray.dir.z[k]);
++
++ const Vec4vf<M> v0 = enlargeRadiusToMinWidth<M>(context,geom,ray_org,v0i);
++ const Vec3vf<M> center = v0.xyz();
++ const vfloat<M> radius = v0.w;
++
++ vfloat<M> divisor = dot(Vec3vf<M>(ray_dir), normal);
++ const vbool<M> parallel = divisor == vfloat<M>(0.f);
++ valid &= !parallel;
++ divisor = select(parallel, 1.f, divisor); // prevent divide by zero
++
++ vfloat<M> t = dot(center - Vec3vf<M>(ray_org), Vec3vf<M>(normal)) / divisor;
++
++ valid &= (vfloat<M>(ray.tnear()[k]) <= t) & (t <= vfloat<M>(ray.tfar[k]));
++ if (unlikely(none(valid)))
++ return false;
++
++ Vec3vf<M> intersection = Vec3vf<M>(ray_org) + Vec3vf<M>(ray_dir) * t;
++ vfloat<M> dist2 = dot(intersection - center, intersection - center);
++ valid &= dist2 < radius * radius;
++ if (unlikely(none(valid)))
++ return false;
++
++ DiscIntersectorHitM<M> hit(zero, zero, t, normal);
++ return epilog(valid, hit);
++ }
++ };
++ } // namespace isa
++ } // namespace embree