Esempio n. 1
0
  BBox3f TriangleMeshTriangle4::update(char* prim, size_t num, void* geom) const 
  {
    BBox3f bounds = empty;
    TriangleMeshScene::TriangleMesh* mesh = (TriangleMeshScene::TriangleMesh*) geom;
    
    for (size_t j=0; j<num; j++) 
    {
      Triangle4& dst = ((Triangle4*) prim)[j];
      
      ssei vgeomID = -1, vprimID = -1, vmask = -1;
      sse3f v0 = zero, v1 = zero, v2 = zero;

      for (size_t i=0; i<4; i++)
      {
        if (dst.primID[i] == -1) break;
        const unsigned geomID = dst.geomID[i];
        const unsigned primID = dst.primID[i];
        const TriangleMeshScene::TriangleMesh::Triangle& tri = mesh->triangle(primID);
        const Vec3fa p0 = mesh->vertex(tri.v[0]);
        const Vec3fa p1 = mesh->vertex(tri.v[1]);
        const Vec3fa p2 = mesh->vertex(tri.v[2]);
        bounds.extend(merge(BBox3f(p0),BBox3f(p1),BBox3f(p2)));
        vgeomID [i] = geomID;
        vprimID [i] = primID;
        vmask   [i] = mesh->mask;
        v0.x[i] = p0.x; v0.y[i] = p0.y; v0.z[i] = p0.z;
        v1.x[i] = p1.x; v1.y[i] = p1.y; v1.z[i] = p1.z;
        v2.x[i] = p2.x; v2.y[i] = p2.y; v2.z[i] = p2.z;
        }
      new (&dst) Triangle4(v0,v1,v2,vgeomID,vprimID,vmask);
    }
    return bounds; 
  }
Esempio n. 2
0
 BBox3f TriangleMeshTriangle1v::update(char* prim, size_t num, void* geom) const 
 {
   BBox3f bounds = empty;
   const TriangleMeshScene::TriangleMesh* mesh = (const TriangleMeshScene::TriangleMesh*) geom;
   
   for (size_t j=0; j<num; j++) 
   {
     Triangle1v& dst = ((Triangle1v*) prim)[j];
     const unsigned geomID = dst.geomID();
     const unsigned primID = dst.primID();
     const TriangleMeshScene::TriangleMesh::Triangle& tri = mesh->triangle(primID);
     const Vec3fa v0 = mesh->vertex(tri.v[0]);
     const Vec3fa v1 = mesh->vertex(tri.v[1]);
     const Vec3fa v2 = mesh->vertex(tri.v[2]);
     new (&dst) Triangle1v(v0,v1,v2,geomID,primID,mesh->mask);
     bounds.extend(merge(BBox3f(v0),BBox3f(v1),BBox3f(v2)));
   }
   return bounds; 
 }