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Diffstat (limited to 'source/blender/render/intern/raytrace/rayobject.cpp')
-rw-r--r--source/blender/render/intern/raytrace/rayobject.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject.cpp b/source/blender/render/intern/raytrace/rayobject.cpp
index 04dc8505e70..fee877b311d 100644
--- a/source/blender/render/intern/raytrace/rayobject.cpp
+++ b/source/blender/render/intern/raytrace/rayobject.cpp
@@ -268,11 +268,11 @@ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *i
{
float dist, uv[2];
int ok = 0;
-
+
/* avoid self-intersection */
if (is->orig.ob == face->ob && is->orig.face == face->face)
return 0;
-
+
/* check if we should intersect this face */
if (is->check == RE_CHECK_VLR_RENDER) {
if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
@@ -296,7 +296,7 @@ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *i
ok = isec_tri_quad(is->start, &is->isect_precalc, face, uv, &dist);
if (ok) {
-
+
/* 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) {
@@ -373,19 +373,19 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec)
/* setup vars used on raycast */
for (i = 0; i < 3; i++) {
isec->idot_axis[i] = 1.0f / isec->dir[i];
-
+
isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0;
isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i];
-
+
isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1];
}
-#ifdef RT_USE_LAST_HIT
+#ifdef RT_USE_LAST_HIT
/* last hit heuristic */
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)) {
RE_RC_COUNT(isec->raycounter->raycast.hit);
RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.hit);
@@ -474,7 +474,7 @@ void RE_rayobject_merge_bb(RayObject *r, float min[3], float max[3])
{
if (RE_rayobject_isRayFace(r)) {
RayFace *face = (RayFace *) RE_rayobject_align(r);
-
+
DO_MINMAX(face->v1, min, max);
DO_MINMAX(face->v2, min, max);
DO_MINMAX(face->v3, min, max);