1 #ifndef BT_GIMPACT_QUANTIZATION_H_INCLUDED
2 #define BT_GIMPACT_QUANTIZATION_H_INCLUDED
38 btVector3 clampValue(quantizationMargin, quantizationMargin, quantizationMargin);
39 outMinBound = srcMinBound - clampValue;
40 outMaxBound = srcMaxBound + clampValue;
41 btVector3 aabbSize = outMaxBound - outMinBound;
56 clampedPoint.setMax(min_bound);
57 clampedPoint.setMin(max_bound);
59 btVector3 v = (clampedPoint - min_bound) * bvhQuantization;
60 out[0] = (
unsigned short)(
v.getX() + 0.5f);
61 out[1] = (
unsigned short)(
v.getY() + 0.5f);
62 out[2] = (
unsigned short)(
v.getZ() + 0.5f);
66 const unsigned short* vecIn,
72 (
btScalar)(vecIn[0]) / (bvhQuantization.getX()),
73 (
btScalar)(vecIn[1]) / (bvhQuantization.getY()),
74 (
btScalar)(vecIn[2]) / (bvhQuantization.getZ()));
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
ATTR_WARN_UNUSED_RESULT const BMVert * v
SIMD_FORCE_INLINE void bt_calc_quantization_parameters(btVector3 &outMinBound, btVector3 &outMaxBound, btVector3 &bvhQuantization, const btVector3 &srcMinBound, const btVector3 &srcMaxBound, btScalar quantizationMargin)
SIMD_FORCE_INLINE void bt_quantize_clamp(unsigned short *out, const btVector3 &point, const btVector3 &min_bound, const btVector3 &max_bound, const btVector3 &bvhQuantization)
SIMD_FORCE_INLINE btVector3 bt_unquantize(const unsigned short *vecIn, const btVector3 &offset, const btVector3 &bvhQuantization)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
#define SIMD_FORCE_INLINE
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
ccl_gpu_kernel_postfix ccl_global float int int int int float bool int offset
static const pxr::TfToken out("out", pxr::TfToken::Immortal)