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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 SphereIntersectorHitM
++ {
++ __forceinline SphereIntersectorHitM() {}
++
++ __forceinline SphereIntersectorHitM(const vfloat<M>& t, const Vec3vf<M>& Ng)
++ : vt(t), vNg(Ng) {}
++
++ __forceinline void finalize() {}
++
++ __forceinline Vec2f uv(const size_t i) const {
++ return Vec2f(0.0f, 0.0f);
++ }
++ __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> vt;
++ Vec3vf<M> vNg;
++ };
++
++ template<int M>
++ struct SphereIntersector1
++ {
++ typedef CurvePrecalculations1 Precalculations;
++
++ template<typename Epilog>
++ static __forceinline bool intersect(
++ const vbool<M>& valid_i, Ray& ray,
++ const Precalculations& pre, const Vec4vf<M>& v0, const Epilog& epilog)
++ {
++ vbool<M> valid = valid_i;
++
++ const vfloat<M> rd2 = rcp(dot(ray.dir, ray.dir));
++ 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 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;
++ 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;
++
++ const vfloat<M> td = sqrt((r2 - l2) * rd2);
++ const vfloat<M> t_front = projC0 - td;
++ const vfloat<M> t_back = projC0 + td;
++
++ const vbool<M> valid_front = valid & (ray.tnear() <= t_front) & (t_front <= ray.tfar);
++ const vbool<M> valid_back = valid & (ray.tnear() <= t_back ) & (t_back <= ray.tfar);
++
++ /* check if there is a first hit */
++ const vbool<M> valid_first = valid_front | valid_back;
++ if (unlikely(none(valid_first)))
++ return false;
++
++ /* construct first hit */
++ const vfloat<M> td_front = -td;
++ const vfloat<M> td_back = +td;
++ const vfloat<M> t_first = select(valid_front, t_front, t_back);
++ const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp;
++ SphereIntersectorHitM<M> hit(t_first, Ng_first);
++
++ /* invoke intersection filter for first hit */
++ const bool is_hit_first = epilog(valid_first, hit);
++
++ /* check for possible second hits before potentially accepted hit */
++ const vfloat<M> t_second = t_back;
++ const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar);
++ if (unlikely(none(valid_second)))
++ return is_hit_first;
++
++ /* invoke intersection filter for second hit */
++ const Vec3vf<M> Ng_second = td_back * ray_dir - perp;
++ hit = SphereIntersectorHitM<M> (t_second, Ng_second);
++ const bool is_hit_second = epilog(valid_second, hit);
++
++ return is_hit_first | is_hit_second;
++ }
++
++ 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)
++ {
++ 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);
++ return intersect(valid_i,ray,pre,v0,epilog);
++ }
++ };
++
++ template<int M, int K>
++ struct SphereIntersectorK
++ {
++ 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;
++ 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;
++
++ const vfloat<M> td = sqrt((r2 - l2) * rd2);
++ const vfloat<M> t_front = projC0 - td;
++ const vfloat<M> t_back = projC0 + td;
++
++ const vbool<M> valid_front = valid & (ray.tnear()[k] <= t_front) & (t_front <= ray.tfar[k]);
++ const vbool<M> valid_back = valid & (ray.tnear()[k] <= t_back ) & (t_back <= ray.tfar[k]);
++
++ /* check if there is a first hit */
++ const vbool<M> valid_first = valid_front | valid_back;
++ if (unlikely(none(valid_first)))
++ return false;
++
++ /* construct first hit */
++ const vfloat<M> td_front = -td;
++ const vfloat<M> td_back = +td;
++ const vfloat<M> t_first = select(valid_front, t_front, t_back);
++ const Vec3vf<M> Ng_first = select(valid_front, td_front, td_back) * ray_dir - perp;
++ SphereIntersectorHitM<M> hit(t_first, Ng_first);
++
++ /* invoke intersection filter for first hit */
++ const bool is_hit_first = epilog(valid_first, hit);
++
++ /* check for possible second hits before potentially accepted hit */
++ const vfloat<M> t_second = t_back;
++ const vbool<M> valid_second = valid_front & valid_back & (t_second <= ray.tfar[k]);
++ if (unlikely(none(valid_second)))
++ return is_hit_first;
++
++ /* invoke intersection filter for second hit */
++ const Vec3vf<M> Ng_second = td_back * ray_dir - perp;
++ hit = SphereIntersectorHitM<M> (t_second, Ng_second);
++ const bool is_hit_second = epilog(valid_second, hit);
++
++ return is_hit_first | is_hit_second;
++ }
++ };
++ } // namespace isa
++ } // namespace embree