diff options
Diffstat (limited to 'source/blender/render/intern/raytrace/rayobject.cpp')
-rw-r--r-- | source/blender/render/intern/raytrace/rayobject.cpp | 78 |
1 files changed, 28 insertions, 50 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject.cpp b/source/blender/render/intern/raytrace/rayobject.cpp index b2f85e8429d..a2773ba218d 100644 --- a/source/blender/render/intern/raytrace/rayobject.cpp +++ b/source/blender/render/intern/raytrace/rayobject.cpp @@ -60,13 +60,11 @@ MALWAYS_INLINE RayObject* rayface_from_coords(RayFace *rayface, void *ob, void * copy_v3_v3(rayface->v2, v2); copy_v3_v3(rayface->v3, v3); - if (v4) - { + if (v4) { copy_v3_v3(rayface->v4, v4); rayface->quad = 1; } - else - { + else { rayface->quad = 0; } @@ -77,8 +75,7 @@ MALWAYS_INLINE void rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, { rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : NULL); - if (obi->transform_primitives) - { + if (obi->transform_primitives) { mul_m4_v3(obi->mat, rayface->v1); mul_m4_v3(obi->mat, rayface->v2); mul_m4_v3(obi->mat, rayface->v3); @@ -295,13 +292,11 @@ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *i return 0; /* check if we should intersect this face */ - if (is->check == RE_CHECK_VLR_RENDER) - { + if (is->check == RE_CHECK_VLR_RENDER) { if (vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0) return 0; } - else if (is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL) - { + else if (is->check == RE_CHECK_VLR_NON_SOLID_MATERIAL) { if (vlr_check_intersect(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0) return 0; if (vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0) @@ -322,27 +317,25 @@ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *i /* when a shadow ray leaves a face, it can be little outside the edges * of it, causing intersection to be detected in its neighbor face */ - if (is->skip & RE_SKIP_VLR_NEIGHBOUR) - { - if (dist < 0.1f && is->orig.ob == face->ob) - { + if (is->skip & RE_SKIP_VLR_NEIGHBOUR) { + if (dist < 0.1f && is->orig.ob == face->ob) { VlakRen * a = (VlakRen*)is->orig.face; VlakRen * b = (VlakRen*)face->face; /* so there's a shared edge or vertex, let's intersect ray with * face itself, if that's true we can safely return 1, otherwise * we assume the intersection is invalid, 0 */ - if (a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1 - || a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2 - || a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3 - || (b->v4 && (a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || a->v4==b->v4))) { + if (a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1 || + a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2 || + a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3 || + (b->v4 && (a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || a->v4==b->v4))) + { /* create RayFace from original face, transformed if necessary */ RayFace origface; ObjectInstanceRen *ob= (ObjectInstanceRen*)is->orig.ob; rayface_from_vlak(&origface, ob, (VlakRen*)is->orig.face); - if (!isec_tri_quad_neighbour(is->start, is->dir, &origface)) - { + if (!isec_tri_quad_neighbour(is->start, is->dir, &origface)) { return 0; } } @@ -375,8 +368,7 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec) RE_RC_COUNT(isec->raycounter->raycast.test); /* setup vars used on raycast */ - for (i=0; i<3; i++) - { + for (i=0; i<3; i++) { isec->idot_axis[i] = 1.0f / isec->dir[i]; isec->bv_index[2*i] = isec->idot_axis[i] < 0.0 ? 1 : 0; @@ -388,12 +380,10 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec) #ifdef RT_USE_LAST_HIT /* last hit heuristic */ - if (isec->mode==RE_RAY_SHADOW && isec->last_hit) - { + if (isec->mode==RE_RAY_SHADOW && isec->last_hit) { RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.test); - if (RE_rayobject_intersect(isec->last_hit, isec)) - { + if (RE_rayobject_intersect(isec->last_hit, isec)) { RE_RC_COUNT(isec->raycounter->raycast.hit); RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.hit); return 1; @@ -405,8 +395,7 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec) isec->hit_hint = 0; #endif - if (RE_rayobject_intersect(r, isec)) - { + if (RE_rayobject_intersect(r, isec)) { RE_RC_COUNT(isec->raycounter->raycast.hit); #ifdef RT_USE_HINT @@ -420,12 +409,10 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec) int RE_rayobject_intersect(RayObject *r, Isect *i) { - if (RE_rayobject_isRayFace(r)) - { + if (RE_rayobject_isRayFace(r)) { return intersect_rayface(r, (RayFace*) RE_rayobject_align(r), i); } - else if (RE_rayobject_isVlakPrimitive(r)) - { + else if (RE_rayobject_isVlakPrimitive(r)) { //TODO optimize (useless copy to RayFace to avoid duplicate code) VlakPrimitive *face = (VlakPrimitive*) RE_rayobject_align(r); RayFace nface; @@ -433,8 +420,7 @@ int RE_rayobject_intersect(RayObject *r, Isect *i) return intersect_rayface(r, &nface, i); } - else if (RE_rayobject_isRayAPI(r)) - { + else if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); return r->api->raycast(r, i); } @@ -466,12 +452,10 @@ void RE_rayobject_free(RayObject *r) float RE_rayobject_cost(RayObject *r) { - if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) - { + if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) { return 1.0f; } - else if (RE_rayobject_isRayAPI(r)) - { + else if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); return r->api->cost(r); } @@ -485,8 +469,7 @@ float RE_rayobject_cost(RayObject *r) void RE_rayobject_merge_bb(RayObject *r, float *min, float *max) { - if (RE_rayobject_isRayFace(r)) - { + if (RE_rayobject_isRayFace(r)) { RayFace *face = (RayFace*) RE_rayobject_align(r); DO_MINMAX(face->v1, min, max); @@ -494,8 +477,7 @@ void RE_rayobject_merge_bb(RayObject *r, float *min, float *max) DO_MINMAX(face->v3, min, max); if (RE_rayface_isQuad(face)) DO_MINMAX(face->v4, min, max); } - else if (RE_rayobject_isVlakPrimitive(r)) - { + else if (RE_rayobject_isVlakPrimitive(r)) { VlakPrimitive *face = (VlakPrimitive*) RE_rayobject_align(r); RayFace nface; rayface_from_vlak(&nface, face->ob, face->face); @@ -505,8 +487,7 @@ void RE_rayobject_merge_bb(RayObject *r, float *min, float *max) DO_MINMAX(nface.v3, min, max); if (RE_rayface_isQuad(&nface)) DO_MINMAX(nface.v4, min, max); } - else if (RE_rayobject_isRayAPI(r)) - { + else if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); r->api->bb(r, min, max); } @@ -518,12 +499,10 @@ void RE_rayobject_merge_bb(RayObject *r, float *min, float *max) void RE_rayobject_hint_bb(RayObject *r, RayHint *hint, float *min, float *max) { - if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) - { + if (RE_rayobject_isRayFace(r) || RE_rayobject_isVlakPrimitive(r)) { return; } - else if (RE_rayobject_isRayAPI(r)) - { + else if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); return r->api->hint_bb(r, hint, min, max); } @@ -543,8 +522,7 @@ int RE_rayobjectcontrol_test_break(RayObjectControl *control) void RE_rayobject_set_control(RayObject *r, void *data, RE_rayobjectcontrol_test_break_callback test_break) { - if (RE_rayobject_isRayAPI(r)) - { + if (RE_rayobject_isRayAPI(r)) { r = RE_rayobject_align(r); r->control.data = data; r->control.test_break = test_break; |