// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "curveNi.h" #include "roundline_intersector.h" #include "coneline_intersector.h" #include "curve_intersector_ribbon.h" #include "curve_intersector_oriented.h" #include "curve_intersector_sweep.h" namespace embree { namespace isa { template struct CurveNiIntersector1 { typedef CurveNi Primitive; typedef Vec3vf Vec3vfM; typedef LinearSpace3LinearSpace3vfM; typedef CurvePrecalculations1 Precalculations; static __forceinline vbool intersect(Ray& ray, const Primitive& prim, vfloat& tNear_o) { const size_t N = prim.N; #if defined(EMBREE_SYCL_SUPPORT) && defined(__SYCL_DEVICE_ONLY__) const Vec3fa offset = *prim.offset(N); const float scale = *prim.scale(N); #else const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N)); const Vec3fa offset = Vec3fa(offset_scale); const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale)); #endif const Vec3fa org1 = (ray.org-offset)*scale; const Vec3fa dir1 = ray.dir*scale; const LinearSpace3vfM space(vfloat::load(prim.bounds_vx_x(N)), vfloat::load(prim.bounds_vx_y(N)), vfloat::load(prim.bounds_vx_z(N)), vfloat::load(prim.bounds_vy_x(N)), vfloat::load(prim.bounds_vy_y(N)), vfloat::load(prim.bounds_vy_z(N)), vfloat::load(prim.bounds_vz_x(N)), vfloat::load(prim.bounds_vz_y(N)), vfloat::load(prim.bounds_vz_z(N))); const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1)); const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1)); const Vec3vfM rcp_dir2 = rcp_safe(dir2); const vfloat t_lower_x = (vfloat::load(prim.bounds_vx_lower(N))-vfloat(org2.x))*vfloat(rcp_dir2.x); const vfloat t_upper_x = (vfloat::load(prim.bounds_vx_upper(N))-vfloat(org2.x))*vfloat(rcp_dir2.x); const vfloat t_lower_y = (vfloat::load(prim.bounds_vy_lower(N))-vfloat(org2.y))*vfloat(rcp_dir2.y); const vfloat t_upper_y = (vfloat::load(prim.bounds_vy_upper(N))-vfloat(org2.y))*vfloat(rcp_dir2.y); const vfloat t_lower_z = (vfloat::load(prim.bounds_vz_lower(N))-vfloat(org2.z))*vfloat(rcp_dir2.z); const vfloat t_upper_z = (vfloat::load(prim.bounds_vz_upper(N))-vfloat(org2.z))*vfloat(rcp_dir2.z); const vfloat round_up (1.0f+3.0f*float(ulp)); const vfloat round_down(1.0f-3.0f*float(ulp)); const vfloat tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat(ray.tnear())); const vfloat tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat(ray.tfar)); tNear_o = tNear; return (vint(step) < vint(prim.N)) & (tNear <= tFar); } template static __forceinline void intersect_t(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID)); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { const unsigned int primID1 = prim.primID(N)[i1]; geom->prefetchL1_vertices(geom->curve(primID1)); if (mask1) { const size_t i2 = bsf(mask1); const unsigned int primID2 = prim.primID(N)[i2]; geom->prefetchL2_vertices(geom->curve(primID2)); } } Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_t(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID)); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { const unsigned int primID1 = prim.primID(N)[i1]; geom->prefetchL1_vertices(geom->curve(primID1)); if (mask1) { const size_t i2 = bsf(mask1); const unsigned int primID2 = prim.primID(N)[i2]; geom->prefetchL2_vertices(geom->curve(primID2)); } } if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } template static __forceinline void intersect_n(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); unsigned int vertexID = geom->curve(primID); Vec3ff a0,a1,a2,a3; Vec3fa n0,n1,n2,n3; geom->gather(a0,a1,a2,a3,n0,n1,n2,n3,vertexID); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { const unsigned int primID1 = prim.primID(N)[i1]; geom->prefetchL1_vertices(geom->curve(primID1)); if (mask1) { const size_t i2 = bsf(mask1); const unsigned int primID2 = prim.primID(N)[i2]; geom->prefetchL2_vertices(geom->curve(primID2)); } } Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,n0,n1,n2,n3,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_n(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); unsigned int vertexID = geom->curve(primID); Vec3ff a0,a1,a2,a3; Vec3fa n0,n1,n2,n3; geom->gather(a0,a1,a2,a3,n0,n1,n2,n3,vertexID); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { const unsigned int primID1 = prim.primID(N)[i1]; geom->prefetchL1_vertices(geom->curve(primID1)); if (mask1) { const size_t i2 = bsf(mask1); const unsigned int primID2 = prim.primID(N)[i2]; geom->prefetchL2_vertices(geom->curve(primID2)); } } if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,n0,n1,n2,n3,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } template static __forceinline void intersect_h(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID)); Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_h(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID)); if (Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } template static __forceinline void intersect_hn(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; Vec3fa n0,dn0,n1,dn1; geom->gather_hermite(p0,t0,n0,dn0,p1,t1,n1,dn1,geom->curve(primID)); Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,n0,dn0,n1,dn1,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_hn(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; Vec3fa n0,dn0,n1,dn1; geom->gather_hermite(p0,t0,n0,dn0,p1,t1,n1,dn1,geom->curve(primID)); if (Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,n0,dn0,n1,dn1,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } }; template struct CurveNiIntersectorK { typedef CurveNi Primitive; typedef Vec3vf Vec3vfM; typedef LinearSpace3LinearSpace3vfM; typedef CurvePrecalculationsK Precalculations; static __forceinline vbool intersect(RayK& ray, const size_t k, const Primitive& prim, vfloat& tNear_o) { const size_t N = prim.N; #if defined(EMBREE_SYCL_SUPPORT) && defined(__SYCL_DEVICE_ONLY__) const Vec3fa offset = *prim.offset(N); const float scale = *prim.scale(N); #else const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N)); const Vec3fa offset = Vec3fa(offset_scale); const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale)); #endif const Vec3fa ray_org(ray.org.x[k],ray.org.y[k],ray.org.z[k]); const Vec3fa ray_dir(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]); const Vec3fa org1 = (ray_org-offset)*scale; const Vec3fa dir1 = ray_dir*scale; const LinearSpace3vfM space(vfloat::load(prim.bounds_vx_x(N)), vfloat::load(prim.bounds_vx_y(N)), vfloat::load(prim.bounds_vx_z(N)), vfloat::load(prim.bounds_vy_x(N)), vfloat::load(prim.bounds_vy_y(N)), vfloat::load(prim.bounds_vy_z(N)), vfloat::load(prim.bounds_vz_x(N)), vfloat::load(prim.bounds_vz_y(N)), vfloat::load(prim.bounds_vz_z(N))); const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1)); const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1)); const Vec3vfM rcp_dir2 = rcp_safe(dir2); const vfloat t_lower_x = (vfloat::load(prim.bounds_vx_lower(N))-vfloat(org2.x))*vfloat(rcp_dir2.x); const vfloat t_upper_x = (vfloat::load(prim.bounds_vx_upper(N))-vfloat(org2.x))*vfloat(rcp_dir2.x); const vfloat t_lower_y = (vfloat::load(prim.bounds_vy_lower(N))-vfloat(org2.y))*vfloat(rcp_dir2.y); const vfloat t_upper_y = (vfloat::load(prim.bounds_vy_upper(N))-vfloat(org2.y))*vfloat(rcp_dir2.y); const vfloat t_lower_z = (vfloat::load(prim.bounds_vz_lower(N))-vfloat(org2.z))*vfloat(rcp_dir2.z); const vfloat t_upper_z = (vfloat::load(prim.bounds_vz_upper(N))-vfloat(org2.z))*vfloat(rcp_dir2.z); const vfloat round_up (1.0f+3.0f*float(ulp)); const vfloat round_down(1.0f-3.0f*float(ulp)); const vfloat tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat(ray.tnear()[k])); const vfloat tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat(ray.tfar[k])); tNear_o = tNear; return (vint(step) < vint(prim.N)) & (tNear <= tFar); } template static __forceinline void intersect_t(Precalculations& pre, RayHitK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID)); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { const unsigned int primID1 = prim.primID(N)[i1]; geom->prefetchL1_vertices(geom->curve(primID1)); if (mask1) { const size_t i2 = bsf(mask1); const unsigned int primID2 = prim.primID(N)[i2]; geom->prefetchL2_vertices(geom->curve(primID2)); } } Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_t(Precalculations& pre, RayK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID)); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { const unsigned int primID1 = prim.primID(N)[i1]; geom->prefetchL1_vertices(geom->curve(primID1)); if (mask1) { const size_t i2 = bsf(mask1); const unsigned int primID2 = prim.primID(N)[i2]; geom->prefetchL2_vertices(geom->curve(primID2)); } } if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } template static __forceinline void intersect_n(Precalculations& pre, RayHitK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); unsigned int vertexID = geom->curve(primID); Vec3ff a0,a1,a2,a3; Vec3fa n0,n1,n2,n3; geom->gather(a0,a1,a2,a3,n0,n1,n2,n3,vertexID); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { const unsigned int primID1 = prim.primID(N)[i1]; geom->prefetchL1_vertices(geom->curve(primID1)); if (mask1) { const size_t i2 = bsf(mask1); const unsigned int primID2 = prim.primID(N)[i2]; geom->prefetchL2_vertices(geom->curve(primID2)); } } Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,n0,n1,n2,n3,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_n(Precalculations& pre, RayK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); unsigned int vertexID = geom->curve(primID); Vec3ff a0,a1,a2,a3; Vec3fa n0,n1,n2,n3; geom->gather(a0,a1,a2,a3,n0,n1,n2,n3,vertexID); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { const unsigned int primID1 = prim.primID(N)[i1]; geom->prefetchL1_vertices(geom->curve(primID1)); if (mask1) { const size_t i2 = bsf(mask1); const unsigned int primID2 = prim.primID(N)[i2]; geom->prefetchL2_vertices(geom->curve(primID2)); } } if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,n0,n1,n2,n3,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } template static __forceinline void intersect_h(Precalculations& pre, RayHitK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID)); Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_h(Precalculations& pre, RayK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID)); if (Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } template static __forceinline void intersect_hn(Precalculations& pre, RayHitK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; Vec3fa n0,dn0,n1,dn1; geom->gather_hermite(p0,t0,n0,dn0,p1,t1,n1,dn1,geom->curve(primID)); Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,n0,dn0,n1,dn1,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_hn(Precalculations& pre, RayK& ray, const size_t k, RayQueryContext* context, const Primitive& prim) { vfloat tNear; vbool valid = intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = context->scene->get(geomID); Vec3ff p0,t0,p1,t1; Vec3fa n0,dn0,n1,dn1; geom->gather_hermite(p0,t0,n0,dn0,p1,t1,n1,dn1,geom->curve(primID)); if (Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,n0,dn0,n1,dn1,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } }; __forceinline void convert_to_bezier(const Geometry::GType gtype, Vec3ff& v0, Vec3ff& v1, Vec3ff& v2, Vec3ff& v3, Vec3fa& n0, Vec3fa& n1, Vec3fa& n2, Vec3fa& n3) { const Geometry::GType basis = (Geometry::GType)(gtype & Geometry::GTY_BASIS_MASK); const Geometry::GType stype = (Geometry::GType)(gtype & Geometry::GTY_SUBTYPE_MASK); if (basis == Geometry::GTY_BASIS_BSPLINE) { BezierCurveT bezier; convert(BSplineCurveT(v0,v1,v2,v3),bezier); v0 = bezier.v0; v1 = bezier.v1; v2 = bezier.v2; v3 = bezier.v3; } else if (basis == Geometry::GTY_BASIS_HERMITE) { BezierCurveT bezier; convert(HermiteCurveT(v0,v1,v2,v3),bezier); v0 = bezier.v0; v1 = bezier.v1; v2 = bezier.v2; v3 = bezier.v3; } else if (basis == Geometry::GTY_BASIS_CATMULL_ROM) { BezierCurveT bezier; convert(CatmullRomCurveT(v0,v1,v2,v3),bezier); v0 = bezier.v0; v1 = bezier.v1; v2 = bezier.v2; v3 = bezier.v3; } if (stype == Geometry::GTY_SUBTYPE_ORIENTED_CURVE) { if (basis == Geometry::GTY_BASIS_BSPLINE) { BezierCurveT bezier; convert(BSplineCurveT(n0,n1,n2,n3),bezier); n0 = bezier.v0; n1 = bezier.v1; n2 = bezier.v2; n3 = bezier.v3; } else if (basis == Geometry::GTY_BASIS_HERMITE) { BezierCurveT bezier; convert(HermiteCurveT(n0,n1,n2,n3),bezier); n0 = bezier.v0; n1 = bezier.v1; n2 = bezier.v2; n3 = bezier.v3; } else if (basis == Geometry::GTY_BASIS_CATMULL_ROM) { BezierCurveT bezier; convert(CatmullRomCurveT(n0,n1,n2,n3),bezier); n0 = bezier.v0; n1 = bezier.v1; n2 = bezier.v2; n3 = bezier.v3; } } } __forceinline void convert_to_bezier(const Geometry::GType gtype, Vec3ff& v0, Vec3ff& v1, Vec3ff& v2, Vec3ff& v3) { const Geometry::GType basis = (Geometry::GType)(gtype & Geometry::GTY_BASIS_MASK); if (basis == Geometry::GTY_BASIS_BSPLINE) { BezierCurveT bezier; convert(BSplineCurveT(v0,v1,v2,v3),bezier); v0 = bezier.v0; v1 = bezier.v1; v2 = bezier.v2; v3 = bezier.v3; } else if (basis == Geometry::GTY_BASIS_HERMITE) { BezierCurveT bezier; convert(HermiteCurveT(v0,v1,v2,v3),bezier); v0 = bezier.v0; v1 = bezier.v1; v2 = bezier.v2; v3 = bezier.v3; } else if (basis == Geometry::GTY_BASIS_CATMULL_ROM) { BezierCurveT bezier; convert(CatmullRomCurveT(v0,v1,v2,v3),bezier); v0 = bezier.v0; v1 = bezier.v1; v2 = bezier.v2; v3 = bezier.v3; } } } }