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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "primitive.h"
++
++ namespace embree
++ {
++ /* Stores the vertices of M triangles in struct of array layout */
++ template<int M>
++ struct TriangleMvMB
++ {
++ public:
++ struct Type : public PrimitiveType
++ {
++ const char* name() const;
++ size_t sizeActive(const char* This) const;
++ size_t sizeTotal(const char* This) const;
++ size_t getBytes(const char* This) const;
++ };
++
++ static Type type;
++
++ public:
++
++ /* primitive supports single time segments */
++ static const bool singleTimeSegment = true;
++
++ /* Returns maximum number of stored triangles */
++ static __forceinline size_t max_size() { return M; }
++
++ /* Returns required number of primitive blocks for N primitives */
++ static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
++
++ public:
++
++ /* Default constructor */
++ __forceinline TriangleMvMB() {}
++
++ /* Construction from vertices and IDs */
++ __forceinline TriangleMvMB(const Vec3vf<M>& a0, const Vec3vf<M>& a1,
++ const Vec3vf<M>& b0, const Vec3vf<M>& b1,
++ const Vec3vf<M>& c0, const Vec3vf<M>& c1,
++ const vuint<M>& geomIDs, const vuint<M>& primIDs)
++ : v0(a0), v1(b0), v2(c0), dv0(a1-a0), dv1(b1-b0), dv2(c1-c0), geomIDs(geomIDs), primIDs(primIDs) {}
++
++ /* Returns a mask that tells which triangles are valid */
++ __forceinline vbool<M> valid() const { return geomIDs != vuint<M>(-1); }
++
++ /* Returns if the specified triangle is valid */
++ __forceinline bool valid(const size_t i) const { assert(i<M); return geomIDs[i] != -1; }
++
++ /* Returns the number of stored triangles */
++ __forceinline size_t size() const { return bsf(~movemask(valid())); }
++
++ /* Returns the geometry IDs */
++ __forceinline vuint<M>& geomID() { return geomIDs; }
++ __forceinline const vuint<M>& geomID() const { return geomIDs; }
++ __forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }
++
++ /* Returns the primitive IDs */
++ __forceinline vuint<M>& primID() { return primIDs; }
++ __forceinline const vuint<M>& primID() const { return primIDs; }
++ __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
++
++ /* Calculate the bounds of the triangles at t0 */
++ __forceinline BBox3fa bounds0() const
++ {
++ Vec3vf<M> lower = min(v0,v1,v2);
++ Vec3vf<M> upper = max(v0,v1,v2);
++ const vbool<M> mask = valid();
++ lower.x = select(mask,lower.x,vfloat<M>(pos_inf));
++ lower.y = select(mask,lower.y,vfloat<M>(pos_inf));
++ lower.z = select(mask,lower.z,vfloat<M>(pos_inf));
++ upper.x = select(mask,upper.x,vfloat<M>(neg_inf));
++ upper.y = select(mask,upper.y,vfloat<M>(neg_inf));
++ upper.z = select(mask,upper.z,vfloat<M>(neg_inf));
++ return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)),
++ Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z)));
++ }
++
++ /* Calculate the bounds of the triangles at t1 */
++ __forceinline BBox3fa bounds1() const
++ {
++ const Vec3vf<M> p0 = v0+dv0;
++ const Vec3vf<M> p1 = v1+dv1;
++ const Vec3vf<M> p2 = v2+dv2;
++ Vec3vf<M> lower = min(p0,p1,p2);
++ Vec3vf<M> upper = max(p0,p1,p2);
++ const vbool<M> mask = valid();
++ lower.x = select(mask,lower.x,vfloat<M>(pos_inf));
++ lower.y = select(mask,lower.y,vfloat<M>(pos_inf));
++ lower.z = select(mask,lower.z,vfloat<M>(pos_inf));
++ upper.x = select(mask,upper.x,vfloat<M>(neg_inf));
++ upper.y = select(mask,upper.y,vfloat<M>(neg_inf));
++ upper.z = select(mask,upper.z,vfloat<M>(neg_inf));
++ return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)),
++ Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z)));
++ }
++
++ /* Calculate the linear bounds of the primitive */
++ __forceinline LBBox3fa linearBounds() const {
++ return LBBox3fa(bounds0(),bounds1());
++ }
++
++ /* Fill triangle from triangle list */
++ __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)
++ {
++ vuint<M> vgeomID = -1, vprimID = -1;
++ Vec3vf<M> va0 = zero, vb0 = zero, vc0 = zero;
++ Vec3vf<M> va1 = zero, vb1 = zero, vc1 = zero;
++
++ BBox3fa bounds0 = empty;
++ BBox3fa bounds1 = empty;
++
++ for (size_t i=0; i<M && begin<end; i++, begin++)
++ {
++ const PrimRef& prim = prims[begin];
++ const unsigned geomID = prim.geomID();
++ const unsigned primID = prim.primID();
++ const TriangleMesh* __restrict__ const mesh = scene->get<TriangleMesh>(geomID);
++ const TriangleMesh::Triangle& tri = mesh->triangle(primID);
++ const Vec3fa& a0 = mesh->vertex(tri.v[0],itime+0); bounds0.extend(a0);
++ const Vec3fa& a1 = mesh->vertex(tri.v[0],itime+1); bounds1.extend(a1);
++ const Vec3fa& b0 = mesh->vertex(tri.v[1],itime+0); bounds0.extend(b0);
++ const Vec3fa& b1 = mesh->vertex(tri.v[1],itime+1); bounds1.extend(b1);
++ const Vec3fa& c0 = mesh->vertex(tri.v[2],itime+0); bounds0.extend(c0);
++ const Vec3fa& c1 = mesh->vertex(tri.v[2],itime+1); bounds1.extend(c1);
++ vgeomID [i] = geomID;
++ vprimID [i] = primID;
++ va0.x[i] = a0.x; va0.y[i] = a0.y; va0.z[i] = a0.z;
++ va1.x[i] = a1.x; va1.y[i] = a1.y; va1.z[i] = a1.z;
++ vb0.x[i] = b0.x; vb0.y[i] = b0.y; vb0.z[i] = b0.z;
++ vb1.x[i] = b1.x; vb1.y[i] = b1.y; vb1.z[i] = b1.z;
++ vc0.x[i] = c0.x; vc0.y[i] = c0.y; vc0.z[i] = c0.z;
++ vc1.x[i] = c1.x; vc1.y[i] = c1.y; vc1.z[i] = c1.z;
++ }
++ new (this) TriangleMvMB(va0,va1,vb0,vb1,vc0,vc1,vgeomID,vprimID);
++ return LBBox3fa(bounds0,bounds1);
++ }
++
++ /* Fill triangle from triangle list */
++ __forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)
++ {
++ vuint<M> vgeomID = -1, vprimID = -1;
++ Vec3vf<M> va0 = zero, vb0 = zero, vc0 = zero;
++ Vec3vf<M> va1 = zero, vb1 = zero, vc1 = zero;
++
++ LBBox3fa allBounds = empty;
++ for (size_t i=0; i<M && begin<end; i++, begin++)
++ {
++ const PrimRefMB& prim = prims[begin];
++ const unsigned geomID = prim.geomID();
++ const unsigned primID = prim.primID();
++ const TriangleMesh* const mesh = scene->get<TriangleMesh>(geomID);
++ const range<int> itime_range = mesh->timeSegmentRange(time_range);
++ assert(itime_range.size() == 1);
++ const int ilower = itime_range.begin();
++ const TriangleMesh::Triangle& tri = mesh->triangle(primID);
++ allBounds.extend(mesh->linearBounds(primID, time_range));
++ const Vec3fa& a0 = mesh->vertex(tri.v[0],ilower+0);
++ const Vec3fa& a1 = mesh->vertex(tri.v[0],ilower+1);
++ const Vec3fa& b0 = mesh->vertex(tri.v[1],ilower+0);
++ const Vec3fa& b1 = mesh->vertex(tri.v[1],ilower+1);
++ const Vec3fa& c0 = mesh->vertex(tri.v[2],ilower+0);
++ const Vec3fa& c1 = mesh->vertex(tri.v[2],ilower+1);
++ const BBox1f time_range_v(mesh->timeStep(ilower+0),mesh->timeStep(ilower+1));
++ auto a01 = globalLinear(std::make_pair(a0,a1),time_range_v);
++ auto b01 = globalLinear(std::make_pair(b0,b1),time_range_v);
++ auto c01 = globalLinear(std::make_pair(c0,c1),time_range_v);
++ vgeomID [i] = geomID;
++ vprimID [i] = primID;
++ va0.x[i] = a01.first .x; va0.y[i] = a01.first .y; va0.z[i] = a01.first .z;
++ va1.x[i] = a01.second.x; va1.y[i] = a01.second.y; va1.z[i] = a01.second.z;
++ vb0.x[i] = b01.first .x; vb0.y[i] = b01.first .y; vb0.z[i] = b01.first .z;
++ vb1.x[i] = b01.second.x; vb1.y[i] = b01.second.y; vb1.z[i] = b01.second.z;
++ vc0.x[i] = c01.first .x; vc0.y[i] = c01.first .y; vc0.z[i] = c01.first .z;
++ vc1.x[i] = c01.second.x; vc1.y[i] = c01.second.y; vc1.z[i] = c01.second.z;
++ }
++ new (this) TriangleMvMB(va0,va1,vb0,vb1,vc0,vc1,vgeomID,vprimID);
++ return allBounds;
++ }
++
++ public:
++ Vec3vf<M> v0; // 1st vertex of the triangles
++ Vec3vf<M> v1; // 2nd vertex of the triangles
++ Vec3vf<M> v2; // 3rd vertex of the triangles
++ Vec3vf<M> dv0; // difference vector between time steps t0 and t1 for first vertex
++ Vec3vf<M> dv1; // difference vector between time steps t0 and t1 for second vertex
++ Vec3vf<M> dv2; // difference vector between time steps t0 and t1 for third vertex
++ private:
++ vuint<M> geomIDs; // geometry ID
++ vuint<M> primIDs; // primitive ID
++ };
++
++ template<int M>
++ typename TriangleMvMB<M>::Type TriangleMvMB<M>::type;
++
++ typedef TriangleMvMB<4> Triangle4vMB;
++ }