Blender
V3.3
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Functions | |
CCL_NAMESPACE_BEGIN ccl_device_inline float3 | motion_triangle_point_from_uv (KernelGlobals kg, ccl_private ShaderData *sd, const int isect_object, const int isect_prim, const float u, const float v, float3 verts[3]) |
ccl_device_inline bool | motion_triangle_intersect (KernelGlobals kg, ccl_private Intersection *isect, float3 P, float3 dir, float tmin, float tmax, float time, uint visibility, int object, int prim, int prim_addr) |
ccl_device_inline bool motion_triangle_intersect | ( | KernelGlobals | kg, |
ccl_private Intersection * | isect, | ||
float3 | P, | ||
float3 | dir, | ||
float | tmin, | ||
float | tmax, | ||
float | time, | ||
uint | visibility, | ||
int | object, | ||
int | prim, | ||
int | prim_addr | ||
) |
Definition at line 45 of file motion_triangle_intersect.h.
References kernel_data_fetch, motion_triangle_vertices(), P(), PRIMITIVE_MOTION_TRIANGLE, ray_triangle_intersect(), t, time, v, and verts.
Referenced by BVH().
CCL_NAMESPACE_BEGIN ccl_device_inline float3 motion_triangle_point_from_uv | ( | KernelGlobals | kg, |
ccl_private ShaderData * | sd, | ||
const int | isect_object, | ||
const int | isect_prim, | ||
const float | u, | ||
const float | v, | ||
float3 | verts[3] | ||
) |
Use the barycentric coordinates to get the intersection location
Definition at line 22 of file motion_triangle_intersect.h.
References object_get_transform(), P(), SD_OBJECT_TRANSFORM_APPLIED, transform_point(), v, and verts.
Referenced by motion_triangle_shader_setup().