예제 #1
0
파일: triangle.cpp 프로젝트: nadult/Snail
void Triangle::Collide(SecondaryContext &ctx, int idx, int first, int last) const {
	Vec3q tnrm(plane.x, plane.y, plane.z);
	Vec3q ta(a), tca(ca), tba(ba);
	floatq zero(0.0f), one(1.0f), tit0(it0);

	int count = last - first + 1;
	for(int q = 0; q < count; q++) {
		int tq = q + first;

		const Vec3q dir = ctx.rayDir[tq];
		floatq idet = Inv(dir | tnrm);

		Vec3q tvec = ctx.rayOrigin[tq] - ta;
		floatq dist = -(tvec | tnrm) * idet;
		Vec3q tvec0 = tba ^ tvec;
		Vec3q tvec1 = tvec ^ tca;

		idet *= tit0;
		floatq v = (dir | tvec0) * idet;
		floatq u = (dir | tvec1) * idet;

		f32x4b test = Min(u, v) >= zero && u + v <= one;
		test = test && /*idet > zero &&*/ dist >= zero && dist < ctx.distance[tq];

		ctx.distance[tq] = Condition(test, dist, ctx.distance[tq]);
		ctx.normals[tq] = Condition(test, tnrm, ctx.normals[tq]);
		ctx.triIds[tq] = Condition(i32x4b(test), idx, ctx.triIds[tq]);
		ctx.barycentric[tq] = Condition(test, Vec2q(u, v), ctx.barycentric[tq]);
	}
}
예제 #2
0
TEST(TransferTestHelpers, Transfer)
{
    uavcan::PoolAllocator<uavcan::MemPoolBlockSize * 8, uavcan::MemPoolBlockSize> pool;

    uavcan::TransferBufferManager<128, 1> mgr(pool);
    uavcan::TransferBufferAccessor tba(mgr, uavcan::TransferBufferManagerKey(0, uavcan::TransferTypeMessageBroadcast));

    uavcan::RxFrame frame(uavcan::Frame(123, uavcan::TransferTypeMessageBroadcast, 1, 0, 0),
                          uavcan::MonotonicTime(), uavcan::UtcTime(), 0);
    frame.setEndOfTransfer(true);
    uavcan::MultiFrameIncomingTransfer mfit(tsMono(10), tsUtc(1000), frame, tba);

    // Filling the buffer with data
    static const std::string TEST_DATA = "Kaneda! What do you see? Kaneda! What do you see? Kaneda! Kaneda!!!";
    ASSERT_TRUE(tba.create());
    ASSERT_EQ(TEST_DATA.length(), tba.access()->write(0, reinterpret_cast<const uint8_t*>(TEST_DATA.c_str()),
                                                      unsigned(TEST_DATA.length())));

    // Reading back
    const Transfer transfer(mfit, uavcan::DataTypeDescriptor());
    ASSERT_EQ(TEST_DATA, transfer.payload);
}
예제 #3
0
void TransferListenerBase::handleFrame(const RxFrame& frame)
{
    if (frame.getSrcNodeID().isUnicast())       // Normal transfer
    {
        const TransferBufferManagerKey key(frame.getSrcNodeID(), frame.getTransferType());

        TransferReceiver* recv = receivers_.access(key);
        if (recv == NULL)
        {
            if (!frame.isFirst())
            {
                return;
            }

            TransferReceiver new_recv;
            recv = receivers_.insert(key, new_recv);
            if (recv == NULL)
            {
                UAVCAN_TRACE("TransferListener", "Receiver registration failed; frame %s", frame.toString().c_str());
                return;
            }
        }
        TransferBufferAccessor tba(bufmgr_, key);
        handleReception(*recv, frame, tba);
    }
    else if (frame.getSrcNodeID().isBroadcast() &&
             frame.isFirst() &&
             frame.isLast() &&
             frame.getDstNodeID().isBroadcast())        // Anonymous transfer
    {
        handleAnonymousTransferReception(frame);
    }
    else
    {
        UAVCAN_TRACE("TransferListenerBase", "Invalid frame: %s", frame.toString().c_str()); // Invalid frame
    }
}
예제 #4
0
파일: BoxList.cpp 프로젝트: huahbo/BoxLib
bool
BoxList::contains (const BoxArray&  ba) const
{
    BoxArray tba(*this);
    return ba.contains(tba);
}
예제 #5
0
파일: triangle.cpp 프로젝트: nadult/Snail
void Triangle::Collide(ShadowContext &ctx, int idx, int first, int last) const { //40%
	Vec3q tnrm(plane.x, plane.y, plane.z);
	Vec3q tvec0, tvec1;
	floatq tmul; {
		Vec3q ta(a), tca(ca), tba(ba);

		Vec3q tvec = ctx.rayOrigin - ta;
		tvec0 = (tba ^ tvec) * floatq(it0);
		tvec1 = (tvec ^ tca) * floatq(it0);
		tmul = -(tvec | Vec3q(plane.x, plane.y, plane.z));
	}
	floatq zero(0.0f), one(1.0f);

	while(first <= last) {
		int q = first; first += 4;

		Vec3q dir[4] = { ctx.rayDir[q + 0], ctx.rayDir[q + 1], ctx.rayDir[q + 2], ctx.rayDir[q + 3] };
		f32x4 distance[4] = { ctx.distance[q + 0], ctx.distance[q + 1], ctx.distance[q + 2], ctx.distance[q + 3] };

		floatq det[4] = { dir[0] | tnrm, dir[1] | tnrm, dir[2] | tnrm, dir[3] | tnrm };
		floatq idet[4] = { Inv(det[0]), Inv(det[1]), Inv(det[2]), Inv(det[3]) }; 
		floatq dist[4] = { idet[0] * tmul, idet[1] * tmul, idet[2] * tmul, idet[3] * tmul };

		f32x4b test[4] = {
			dist[0] >= zero && dist[0] < distance[0]/* && det[0] >= zero*/,
			dist[1] >= zero && dist[1] < distance[1]/* && det[1] >= zero*/,
			dist[2] >= zero && dist[2] < distance[2]/* && det[2] >= zero*/,
			dist[3] >= zero && dist[3] < distance[3]/* && det[3] >= zero*/ };

		floatq tv[4] = {
			(dir[0] | tvec0) * idet[0],
			(dir[1] | tvec0) * idet[1],
			(dir[2] | tvec0) * idet[2],
			(dir[3] | tvec0) * idet[3] };
		floatq tu[4] = {
			(dir[0] | tvec1) * idet[0],
			(dir[1] | tvec1) * idet[1],
			(dir[2] | tvec1) * idet[2],
			(dir[3] | tvec1) * idet[3] };

		test[0] = (test[0] && tu[0] >= zero) && (tv[0] >= zero && tu[0] + tv[0] <= one);
		test[1] = (test[1] && tu[1] >= zero) && (tv[1] >= zero && tu[1] + tv[1] <= one);
		test[2] = (test[2] && tu[2] >= zero) && (tv[2] >= zero && tu[2] + tv[2] <= one);
		test[3] = (test[3] && tu[3] >= zero) && (tv[3] >= zero && tu[3] + tv[3] <= one);

		ctx.distance[q + 0] = Condition(test[0], dist[0], distance[0]);
		ctx.distance[q + 1] = Condition(test[1], dist[1], distance[1]);
		ctx.distance[q + 2] = Condition(test[2], dist[2], distance[2]);
		ctx.distance[q + 3] = Condition(test[3], dist[3], distance[3]);
	}
	if(0) while(first <= last) {
		int q = first++;
		Vec3q dir = ctx.rayDir[q];
		floatq distance = ctx.distance[q];

		floatq det = dir | tnrm;
		floatq idet = Inv(det);

		floatq dist = idet * tmul;
		floatq v = (dir | tvec0);
		floatq u = (dir | tvec1);

		f32x4b test = u >= zero && v >= zero && u + v <= det;
		test = test /*&& idet > zero*/ && dist >= zero && dist < distance;

		ctx.distance[q] = Condition(test, dist, distance);
	}
}
예제 #6
0
파일: triangle.cpp 프로젝트: nadult/Snail
void Triangle::Collide(PrimaryContext &ctx, int idx, int first, int last) const { //40%
	Vec3q tnrm(plane.x, plane.y, plane.z);
	Vec3q tvec0, tvec1;
	floatq tmul; {
		Vec3q ta(a), tca(ca), tba(ba);

		Vec3q tvec = ctx.rayOrigin - ta;
		tvec0 = (tba ^ tvec) * floatq(it0);
		tvec1 = (tvec ^ tca) * floatq(it0);
		tmul = -(tvec | Vec3q(plane.x, plane.y, plane.z));
	}
	floatq zero(0.0f), one(1.0f);

	//TODO: nany i denormalne z koncowek moga wplywac na wydajnosc
	while(first <= last) {
		int q = first; first += 4;

		Vec3q dir[4] = { ctx.rayDir[q + 0], ctx.rayDir[q + 1], ctx.rayDir[q + 2], ctx.rayDir[q + 3] };
		i32x4 triIds[4] = { ctx.triIds[q + 0], ctx.triIds[q + 1], ctx.triIds[q + 2], ctx.triIds[q + 3] };
		f32x4 distance[4] = { ctx.distance[q + 0], ctx.distance[q + 1], ctx.distance[q + 2], ctx.distance[q + 3] };

		floatq idet[4] = { Inv(dir[0] | tnrm), Inv(dir[1] | tnrm), Inv(dir[2] | tnrm), Inv(dir[3] | tnrm) };
		f32x4b test[4] = { true, true, true, true };//idet[0] > zero, idet[1] > zero, idet[2] > zero, idet[3] > zero };
		floatq dist[4] = { idet[0] * tmul, idet[1] * tmul, idet[2] * tmul, idet[3] * tmul };

		floatq v[4] = {
			(dir[0] | tvec0) * idet[0], (dir[1] | tvec0) * idet[1],
			(dir[2] | tvec0) * idet[2], (dir[3] | tvec0) * idet[3] };
		Vec2q barycentric[4] = { ctx.barycentric[q + 0], ctx.barycentric[q + 1], ctx.barycentric[q + 2], ctx.barycentric[q + 3] };

		floatq u[4] = {
			(dir[0] | tvec1) * idet[0], (dir[1] | tvec1) * idet[1],
			(dir[2] | tvec1) * idet[2], (dir[3] | tvec1) * idet[3] };
		Vec3q normals[4] = { ctx.normals[q + 0], ctx.normals[q + 1], ctx.normals[q + 2], ctx.normals[q + 3] }; 

		test[0] = ((test[0] && u[0] > zero) && (v[0] > zero && u[0] + v[0] < one))
				&& (dist[0] > zero && dist[0] < distance[0]);
		test[1] = ((test[1] && u[1] > zero) && (v[1] > zero && u[1] + v[1] < one))
				&& (dist[1] > zero && dist[1] < distance[1]);
		test[2] = ((test[2] && u[2] > zero) && (v[2] > zero && u[2] + v[2] < one))
				&& (dist[2] > zero && dist[2] < distance[2]);
		test[3] = ((test[3] && u[3] > zero) && (v[3] > zero && u[3] + v[3] < one))
				&& (dist[3] > zero && dist[3] < distance[3]);

		ctx.distance[q + 0] = Condition(test[0], dist[0], distance[0]);
		ctx.distance[q + 1] = Condition(test[1], dist[1], distance[1]);
		ctx.distance[q + 2] = Condition(test[2], dist[2], distance[2]);
		ctx.distance[q + 3] = Condition(test[3], dist[3], distance[3]);

		ctx.normals[q + 0] = Condition(test[0], tnrm, normals[0]);
		ctx.normals[q + 1] = Condition(test[1], tnrm, normals[1]);
		ctx.normals[q + 2] = Condition(test[2], tnrm, normals[2]);
		ctx.normals[q + 3] = Condition(test[3], tnrm, normals[3]);

		ctx.triIds[q + 0] = Condition(i32x4b(test[0]), idx, triIds[0]);
		ctx.triIds[q + 1] = Condition(i32x4b(test[1]), idx, triIds[1]);
		ctx.triIds[q + 2] = Condition(i32x4b(test[2]), idx, triIds[2]);
		ctx.triIds[q + 3] = Condition(i32x4b(test[3]), idx, triIds[3]);

		ctx.barycentric[q + 0] = Condition(test[0], Vec2q(u[0], v[0]), barycentric[0]);
		ctx.barycentric[q + 1] = Condition(test[1], Vec2q(u[1], v[1]), barycentric[1]);
		ctx.barycentric[q + 2] = Condition(test[2], Vec2q(u[2], v[2]), barycentric[2]);
		ctx.barycentric[q + 3] = Condition(test[3], Vec2q(u[3], v[3]), barycentric[3]);
	}
	if(0) while(first <= last) {
		int q = first++;

		Vec3q dir = ctx.rayDir[q];
		floatq distance = ctx.distance[q];
		i32x4 triIds = ctx.triIds[q];

		floatq idet = Inv(dir | tnrm);

		floatq dist = idet * tmul;
		Vec2q barycentric = ctx.barycentric[q];
		Vec3q normals = ctx.normals[q];

		floatq v = (dir | tvec0) * idet;
		floatq u = (dir | tvec1) * idet;

		f32x4b test = Min(u, v) >= zero && u + v <= one;
		test = test && /*idet > zero &&*/ dist >= zero && dist < distance;

		ctx.distance[q] = Condition(test, dist, distance);
		ctx.normals[q] = Condition(test, tnrm, normals);
		ctx.triIds[q] = Condition(i32x4b(test), idx, triIds);
		ctx.barycentric[q] = Condition(test, Vec2q(u, v), barycentric);
	}
}