Spaces:
Sleeping
Sleeping
File size: 34,135 Bytes
66c9c8a | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 | /** Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#pragma once
#include "builtin.h"
namespace wp
{
CUDA_CALLABLE inline vec3 closest_point_to_aabb(const vec3& p, const vec3& lower, const vec3& upper)
{
vec3 c;
{
float v = p[0];
if (v < lower[0]) v = lower[0];
if (v > upper[0]) v = upper[0];
c[0] = v;
}
{
float v = p[1];
if (v < lower[1]) v = lower[1];
if (v > upper[1]) v = upper[1];
c[1] = v;
}
{
float v = p[2];
if (v < lower[2]) v = lower[2];
if (v > upper[2]) v = upper[2];
c[2] = v;
}
return c;
}
CUDA_CALLABLE inline vec2 closest_point_to_triangle(const vec3& a, const vec3& b, const vec3& c, const vec3& p)
{
vec3 ab = b-a;
vec3 ac = c-a;
vec3 ap = p-a;
float u, v, w;
float d1 = dot(ab, ap);
float d2 = dot(ac, ap);
if (d1 <= 0.0f && d2 <= 0.0f)
{
v = 0.0f;
w = 0.0f;
u = 1.0f - v - w;
return vec2(u, v);
}
vec3 bp = p-b;
float d3 = dot(ab, bp);
float d4 = dot(ac, bp);
if (d3 >= 0.0f && d4 <= d3)
{
v = 1.0f;
w = 0.0f;
u = 1.0f - v - w;
return vec2(u, v);
}
float vc = d1*d4 - d3*d2;
if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f)
{
v = d1 / (d1-d3);
w = 0.0f;
u = 1.0f - v - w;
return vec2(u, v);
}
vec3 cp = p-c;
float d5 = dot(ab, cp);
float d6 = dot(ac, cp);
if (d6 >= 0.0f && d5 <= d6)
{
v = 0.0f;
w = 1.0f;
u = 1.0f - v - w;
return vec2(u, v);
}
float vb = d5*d2 - d1*d6;
if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f)
{
v = 0.0f;
w = d2 / (d2 - d6);
u = 1.0f - v - w;
return vec2(u, v);
}
float va = d3*d6 - d5*d4;
if (va <= 0.0f && (d4 -d3) >= 0.0f && (d5-d6) >= 0.0f)
{
w = (d4-d3)/((d4-d3) + (d5-d6));
v = 1.0f - w;
u = 1.0f - v - w;
return vec2(u, v);
}
float denom = 1.0f / (va + vb + vc);
v = vb * denom;
w = vc * denom;
u = 1.0f - v - w;
return vec2(u, v);
}
CUDA_CALLABLE inline vec2 furthest_point_to_triangle(const vec3& a, const vec3& b, const vec3& c, const vec3& p)
{
vec3 pa = p-a;
vec3 pb = p-b;
vec3 pc = p-c;
float dist_a = dot(pa, pa);
float dist_b = dot(pb, pb);
float dist_c = dot(pc, pc);
if (dist_a > dist_b && dist_a > dist_c)
return vec2(1.0f, 0.0f); // a is furthest
if (dist_b > dist_c)
return vec2(0.0f, 1.0f); // b is furthest
return vec2(0.0f, 0.0f); // c is furthest
}
CUDA_CALLABLE inline bool intersect_ray_aabb(const vec3& pos, const vec3& rcp_dir, const vec3& lower, const vec3& upper, float& t)
{
float l1, l2, lmin, lmax;
l1 = (lower[0] - pos[0]) * rcp_dir[0];
l2 = (upper[0] - pos[0]) * rcp_dir[0];
lmin = min(l1,l2);
lmax = max(l1,l2);
l1 = (lower[1] - pos[1]) * rcp_dir[1];
l2 = (upper[1] - pos[1]) * rcp_dir[1];
lmin = max(min(l1,l2), lmin);
lmax = min(max(l1,l2), lmax);
l1 = (lower[2] - pos[2]) * rcp_dir[2];
l2 = (upper[2] - pos[2]) * rcp_dir[2];
lmin = max(min(l1,l2), lmin);
lmax = min(max(l1,l2), lmax);
bool hit = ((lmax >= 0.f) & (lmax >= lmin));
if (hit)
t = lmin;
return hit;
}
// Moller and Trumbore's method
CUDA_CALLABLE inline bool intersect_ray_tri_moller(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& w, float& sign, vec3* normal)
{
vec3 ab = b - a;
vec3 ac = c - a;
vec3 n = cross(ab, ac);
float d = dot(-dir, n);
float ood = 1.0f / d; // No need to check for division by zero here as infinity arithmetic will save us...
vec3 ap = p - a;
t = dot(ap, n) * ood;
if (t < 0.0f)
return false;
vec3 e = cross(-dir, ap);
v = dot(ac, e) * ood;
if (v < 0.0f || v > 1.0f) // ...here...
return false;
w = -dot(ab, e) * ood;
if (w < 0.0f || (v + w) > 1.0f) // ...and here
return false;
u = 1.0f - v - w;
if (normal)
*normal = n;
sign = d;
return true;
}
CUDA_CALLABLE inline bool intersect_ray_tri_rtcd(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& w, float& sign, vec3* normal)
{
const vec3 ab = b-a;
const vec3 ac = c-a;
// calculate normal
vec3 n = cross(ab, ac);
// need to solve a system of three equations to give t, u, v
float d = dot(-dir, n);
// if dir is parallel to triangle plane or points away from triangle
if (d <= 0.0f)
return false;
vec3 ap = p-a;
t = dot(ap, n);
// ignores tris behind
if (t < 0.0f)
return false;
// compute barycentric coordinates
vec3 e = cross(-dir, ap);
v = dot(ac, e);
if (v < 0.0f || v > d) return false;
w = -dot(ab, e);
if (w < 0.0f || v + w > d) return false;
float ood = 1.0f / d;
t *= ood;
v *= ood;
w *= ood;
u = 1.0f-v-w;
// optionally write out normal (todo: this branch is a performance concern, should probably remove)
if (normal)
*normal = n;
return true;
}
#ifndef __CUDA_ARCH__
// these are provided as built-ins by CUDA
inline float __int_as_float(int i)
{
return *(float*)(&i);
}
inline int __float_as_int(float f)
{
return *(int*)(&f);
}
#endif
CUDA_CALLABLE inline float xorf(float x, int y)
{
return __int_as_float(__float_as_int(x) ^ y);
}
CUDA_CALLABLE inline int sign_mask(float x)
{
return __float_as_int(x) & 0x80000000;
}
CUDA_CALLABLE inline int max_dim(vec3 a)
{
float x = abs(a[0]);
float y = abs(a[1]);
float z = abs(a[2]);
return longest_axis(vec3(x, y, z));
}
// computes the difference of products a*b - c*d using
// FMA instructions for improved numerical precision
CUDA_CALLABLE inline float diff_product(float a, float b, float c, float d)
{
float cd = c * d;
float diff = fmaf(a, b, -cd);
float error = fmaf(-c, d, cd);
return diff + error;
}
// http://jcgt.org/published/0002/01/05/
CUDA_CALLABLE inline bool intersect_ray_tri_woop(const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& sign, vec3* normal)
{
// todo: precompute for ray
int kz = max_dim(dir);
int kx = kz+1; if (kx == 3) kx = 0;
int ky = kx+1; if (ky == 3) ky = 0;
if (dir[kz] < 0.0f)
{
float tmp = kx;
kx = ky;
ky = tmp;
}
float Sx = dir[kx]/dir[kz];
float Sy = dir[ky]/dir[kz];
float Sz = 1.0f/dir[kz];
// todo: end precompute
const vec3 A = a-p;
const vec3 B = b-p;
const vec3 C = c-p;
const float Ax = A[kx] - Sx*A[kz];
const float Ay = A[ky] - Sy*A[kz];
const float Bx = B[kx] - Sx*B[kz];
const float By = B[ky] - Sy*B[kz];
const float Cx = C[kx] - Sx*C[kz];
const float Cy = C[ky] - Sy*C[kz];
float U = diff_product(Cx, By, Cy, Bx);
float V = diff_product(Ax, Cy, Ay, Cx);
float W = diff_product(Bx, Ay, By, Ax);
if (U == 0.0f || V == 0.0f || W == 0.0f)
{
double CxBy = (double)Cx*(double)By;
double CyBx = (double)Cy*(double)Bx;
U = (float)(CxBy - CyBx);
double AxCy = (double)Ax*(double)Cy;
double AyCx = (double)Ay*(double)Cx;
V = (float)(AxCy - AyCx);
double BxAy = (double)Bx*(double)Ay;
double ByAx = (double)By*(double)Ax;
W = (float)(BxAy - ByAx);
}
if ((U<0.0f || V<0.0f || W<0.0f) && (U>0.0f || V>0.0f || W>0.0f))
{
return false;
}
float det = U+V+W;
if (det == 0.0f)
{
return false;
}
const float Az = Sz*A[kz];
const float Bz = Sz*B[kz];
const float Cz = Sz*C[kz];
const float T = U*Az + V*Bz + W*Cz;
int det_sign = sign_mask(det);
if (xorf(T,det_sign) < 0.0f)// || xorf(T,det_sign) > hit.t * xorf(det, det_sign)) // early out if hit.t is specified
{
return false;
}
const float rcpDet = 1.0f/det;
u = U*rcpDet;
v = V*rcpDet;
t = T*rcpDet;
sign = det;
// optionally write out normal (todo: this branch is a performance concern, should probably remove)
if (normal)
{
const vec3 ab = b-a;
const vec3 ac = c-a;
// calculate normal
*normal = cross(ab, ac);
}
return true;
}
CUDA_CALLABLE inline void adj_intersect_ray_tri_woop(
const vec3& p, const vec3& dir, const vec3& a, const vec3& b, const vec3& c, float& t, float& u, float& v, float& sign, vec3* normal,
vec3& adj_p, vec3& adj_dir, vec3& adj_a, vec3& adj_b, vec3& adj_c, float& adj_t, float& adj_u, float& adj_v, float& adj_sign, vec3* adj_normal, bool& adj_ret)
{
// todo: precompute for ray
int kz = max_dim(dir);
int kx = kz+1; if (kx == 3) kx = 0;
int ky = kx+1; if (ky == 3) ky = 0;
if (dir[kz] < 0.0f)
{
float tmp = kx;
kx = ky;
ky = tmp;
}
const float Dx = dir[kx];
const float Dy = dir[ky];
const float Dz = dir[kz];
const float Sx = dir[kx]/dir[kz];
const float Sy = dir[ky]/dir[kz];
const float Sz = 1.0f/dir[kz];
// todo: end precompute
const vec3 A = a-p;
const vec3 B = b-p;
const vec3 C = c-p;
const float Ax = A[kx] - Sx*A[kz];
const float Ay = A[ky] - Sy*A[kz];
const float Bx = B[kx] - Sx*B[kz];
const float By = B[ky] - Sy*B[kz];
const float Cx = C[kx] - Sx*C[kz];
const float Cy = C[ky] - Sy*C[kz];
float U = Cx*By - Cy*Bx;
float V = Ax*Cy - Ay*Cx;
float W = Bx*Ay - By*Ax;
if (U == 0.0f || V == 0.0f || W == 0.0f)
{
double CxBy = (double)Cx*(double)By;
double CyBx = (double)Cy*(double)Bx;
U = (float)(CxBy - CyBx);
double AxCy = (double)Ax*(double)Cy;
double AyCx = (double)Ay*(double)Cx;
V = (float)(AxCy - AyCx);
double BxAy = (double)Bx*(double)Ay;
double ByAx = (double)By*(double)Ax;
W = (float)(BxAy - ByAx);
}
if ((U<0.0f || V<0.0f || W<0.0f) && (U>0.0f || V>0.0f || W>0.0f))
return;
float det = U+V+W;
if (det == 0.0f)
return;
const float Az = Sz*A[kz];
const float Bz = Sz*B[kz];
const float Cz = Sz*C[kz];
const float T = U*Az + V*Bz + W*Cz;
int det_sign = sign_mask(det);
if (xorf(T,det_sign) < 0.0f)// || xorf(T,det_sign) > hit.t * xorf(det, det_sign)) // early out if hit.t is specified
return;
const float rcpDet = (1.f / det);
const float rcpDetSq = rcpDet * rcpDet;
// adj_p
const float dAx_dpx = -1.f;
const float dBx_dpx = -1.f;
const float dCx_dpx = -1.f;
const float dAy_dpx = 0.f;
const float dBy_dpx = 0.f;
const float dCy_dpx = 0.f;
const float dAz_dpx = 0.f;
const float dBz_dpx = 0.f;
const float dCz_dpx = 0.f;
const float dAx_dpy = 0.f;
const float dBx_dpy = 0.f;
const float dCx_dpy = 0.f;
const float dAy_dpy = -1.f;
const float dBy_dpy = -1.f;
const float dCy_dpy = -1.f;
const float dAz_dpy = 0.f;
const float dBz_dpy = 0.f;
const float dCz_dpy = 0.f;
const float dAx_dpz = Sx;
const float dBx_dpz = Sx;
const float dCx_dpz = Sx;
const float dAy_dpz = Sy;
const float dBy_dpz = Sy;
const float dCy_dpz = Sy;
const float dAz_dpz = -Sz;
const float dBz_dpz = -Sz;
const float dCz_dpz = -Sz;
const float dU_dpx = Cx * dBy_dpx + By * dCx_dpx - Cy * dBx_dpx - Bx * dCy_dpx;
const float dU_dpy = Cx * dBy_dpy + By * dCx_dpy - Cy * dBx_dpy - Bx * dCy_dpy;
const float dU_dpz = Cx * dBy_dpz + By * dCx_dpz - Cy * dBx_dpz - Bx * dCy_dpz;
const vec3 dU_dp = vec3(dU_dpx, dU_dpy, dU_dpz);
const float dV_dpx = Ax * dCy_dpx + Cy * dAx_dpx - Ay * dCx_dpx - Cx * dAy_dpx;
const float dV_dpy = Ax * dCy_dpy + Cy * dAx_dpy - Ay * dCx_dpy - Cx * dAy_dpy;
const float dV_dpz = Ax * dCy_dpz + Cy * dAx_dpz - Ay * dCx_dpz - Cx * dAy_dpz;
const vec3 dV_dp = vec3(dV_dpx, dV_dpy, dV_dpz);
const float dW_dpx = Bx * dAy_dpx + Ay * dBx_dpx - By * dAx_dpx - Ax * dBy_dpx;
const float dW_dpy = Bx * dAy_dpy + Ay * dBx_dpy - By * dAx_dpy - Ax * dBy_dpy;
const float dW_dpz = Bx * dAy_dpz + Ay * dBx_dpz - By * dAx_dpz - Ax * dBy_dpz;
const vec3 dW_dp = vec3(dW_dpx, dW_dpy, dW_dpz);
const float dT_dpx = dU_dpx * Az + U * dAz_dpx + dV_dpx * Bz + V * dBz_dpx + dW_dpx * Cz + W * dCz_dpx;
const float dT_dpy = dU_dpy * Az + U * dAz_dpy + dV_dpy * Bz + V * dBz_dpy + dW_dpy * Cz + W * dCz_dpy;
const float dT_dpz = dU_dpz * Az + U * dAz_dpz + dV_dpz * Bz + V * dBz_dpz + dW_dpz * Cz + W * dCz_dpz;
const vec3 dT_dp = vec3(dT_dpx, dT_dpy, dT_dpz);
const float dDet_dpx = dU_dpx + dV_dpx + dW_dpx;
const float dDet_dpy = dU_dpy + dV_dpy + dW_dpy;
const float dDet_dpz = dU_dpz + dV_dpz + dW_dpz;
const vec3 dDet_dp = vec3(dDet_dpx, dDet_dpy, dDet_dpz);
const vec3 du_dp = rcpDet * dU_dp + -U * rcpDetSq * dDet_dp;
const vec3 dv_dp = rcpDet * dV_dp + -V * rcpDetSq * dDet_dp;
const vec3 dt_dp = rcpDet * dT_dp + -T * rcpDetSq * dDet_dp;
vec3 adj_p_swapped = adj_u*du_dp + adj_v*dv_dp + adj_t*dt_dp;
adj_p[kx] += adj_p_swapped[0];
adj_p[ky] += adj_p_swapped[1];
adj_p[kz] += adj_p_swapped[2];
// adj_dir
const float dAx_dDx = -Sz * A[kz];
const float dBx_dDx = -Sz * B[kz];
const float dCx_dDx = -Sz * C[kz];
const float dAy_dDx = 0.f;
const float dBy_dDx = 0.f;
const float dCy_dDx = 0.f;
const float dAz_dDx = 0.f;
const float dBz_dDx = 0.f;
const float dCz_dDx = 0.f;
const float dAx_dDy = 0.f;
const float dBx_dDy = 0.f;
const float dCx_dDy = 0.f;
const float dAy_dDy = -Sz * A[kz];
const float dBy_dDy = -Sz * B[kz];
const float dCy_dDy = -Sz * C[kz];
const float dAz_dDy = 0.f;
const float dBz_dDy = 0.f;
const float dCz_dDy = 0.f;
const float dAx_dDz = Dx * Sz * Sz * A[kz];
const float dBx_dDz = Dx * Sz * Sz * B[kz];
const float dCx_dDz = Dx * Sz * Sz * C[kz];
const float dAy_dDz = Dy * Sz * Sz * A[kz];
const float dBy_dDz = Dy * Sz * Sz * B[kz];
const float dCy_dDz = Dy * Sz * Sz * C[kz];
const float dAz_dDz = -Sz * Sz * A[kz];
const float dBz_dDz = -Sz * Sz * B[kz];
const float dCz_dDz = -Sz * Sz * C[kz];
const float dU_dDx = Cx * dBy_dDx + By * dCx_dDx - Cy * dBx_dDx - Bx * dCy_dDx;
const float dU_dDy = Cx * dBy_dDy + By * dCx_dDy - Cy * dBx_dDy - Bx * dCy_dDy;
const float dU_dDz = Cx * dBy_dDz + By * dCx_dDz - Cy * dBx_dDz - Bx * dCy_dDz;
const vec3 dU_dD = vec3(dU_dDx, dU_dDy, dU_dDz);
const float dV_dDx = Ax * dCy_dDx + Cy * dAx_dDx - Ay * dCx_dDx - Cx * dAy_dDx;
const float dV_dDy = Ax * dCy_dDy + Cy * dAx_dDy - Ay * dCx_dDy - Cx * dAy_dDy;
const float dV_dDz = Ax * dCy_dDz + Cy * dAx_dDz - Ay * dCx_dDz - Cx * dAy_dDz;
const vec3 dV_dD = vec3(dV_dDx, dV_dDy, dV_dDz);
const float dW_dDx = Bx * dAy_dDx + Ay * dBx_dDx - By * dAx_dDx - Ax * dBy_dDx;
const float dW_dDy = Bx * dAy_dDy + Ay * dBx_dDy - By * dAx_dDy - Ax * dBy_dDy;
const float dW_dDz = Bx * dAy_dDz + Ay * dBx_dDz - By * dAx_dDz - Ax * dBy_dDz;
const vec3 dW_dD = vec3(dW_dDx, dW_dDy, dW_dDz);
const float dT_dDx = dU_dDx * Az + U * dAz_dDx + dV_dDx * Bz + V * dBz_dDx + dW_dDx * Cz + W * dCz_dDx;
const float dT_dDy = dU_dDy * Az + U * dAz_dDy + dV_dDy * Bz + V * dBz_dDy + dW_dDy * Cz + W * dCz_dDy;
const float dT_dDz = dU_dDz * Az + U * dAz_dDz + dV_dDz * Bz + V * dBz_dDz + dW_dDz * Cz + W * dCz_dDz;
const vec3 dT_dD = vec3(dT_dDx, dT_dDy, dT_dDz);
const float dDet_dDx = dU_dDx + dV_dDx + dW_dDx;
const float dDet_dDy = dU_dDy + dV_dDy + dW_dDy;
const float dDet_dDz = dU_dDz + dV_dDz + dW_dDz;
const vec3 dDet_dD = vec3(dDet_dDx, dDet_dDy, dDet_dDz);
const vec3 du_dD = rcpDet * dU_dD + -U * rcpDetSq * dDet_dD;
const vec3 dv_dD = rcpDet * dV_dD + -V * rcpDetSq * dDet_dD;
const vec3 dt_dD = rcpDet * dT_dD + -T * rcpDetSq * dDet_dD;
vec3 adj_dir_swapped = adj_u*du_dD + adj_v*dv_dD + adj_t*dt_dD;
adj_dir[kx] += adj_dir_swapped[0];
adj_dir[ky] += adj_dir_swapped[1];
adj_dir[kz] += adj_dir_swapped[2];
}
// Möller's method
#include "intersect_tri.h"
CUDA_CALLABLE inline int intersect_tri_tri(
vec3& v0, vec3& v1, vec3& v2,
vec3& u0, vec3& u1, vec3& u2)
{
return NoDivTriTriIsect(&v0[0], &v1[0], &v2[0], &u0[0], &u1[0], &u2[0]);
}
CUDA_CALLABLE inline void adj_intersect_tri_tri(const vec3& var_v0,
const vec3& var_v1,
const vec3& var_v2,
const vec3& var_u0,
const vec3& var_u1,
const vec3& var_u2,
vec3& adj_v0,
vec3& adj_v1,
vec3& adj_v2,
vec3& adj_u0,
vec3& adj_u1,
vec3& adj_u2,
int adj_ret) {}
CUDA_CALLABLE inline void adj_closest_point_to_triangle(
const vec3& var_a, const vec3& var_b, const vec3& var_c, const vec3& var_p,
vec3& adj_a, vec3& adj_b, vec3& adj_c, vec3& adj_p, vec2& adj_ret)
{
// primal vars
vec3 var_0;
vec3 var_1;
vec3 var_2;
float32 var_3;
float32 var_4;
const float32 var_5 = 0.0;
bool var_6;
bool var_7;
bool var_8;
const float32 var_9 = 1.0;
vec2 var_10;
vec3 var_11;
float32 var_12;
float32 var_13;
bool var_14;
bool var_15;
bool var_16;
vec2 var_17;
vec2 var_18;
float32 var_19;
float32 var_20;
float32 var_21;
float32 var_22;
float32 var_23;
bool var_24;
bool var_25;
bool var_26;
bool var_27;
float32 var_28;
vec2 var_29;
vec2 var_30;
vec3 var_31;
float32 var_32;
float32 var_33;
bool var_34;
bool var_35;
bool var_36;
vec2 var_37;
vec2 var_38;
float32 var_39;
float32 var_40;
float32 var_41;
float32 var_42;
float32 var_43;
bool var_44;
bool var_45;
bool var_46;
bool var_47;
float32 var_48;
vec2 var_49;
vec2 var_50;
float32 var_51;
float32 var_52;
float32 var_53;
float32 var_54;
float32 var_55;
float32 var_56;
float32 var_57;
float32 var_58;
bool var_59;
float32 var_60;
bool var_61;
float32 var_62;
bool var_63;
bool var_64;
float32 var_65;
vec2 var_66;
// vec2 var_67;
float32 var_68;
float32 var_69;
float32 var_70;
float32 var_71;
float32 var_72;
float32 var_73;
float32 var_74;
// vec2 var_75;
//---------
// dual vars
vec3 adj_0 = 0;
vec3 adj_1 = 0;
vec3 adj_2 = 0;
float32 adj_3 = 0;
float32 adj_4 = 0;
float32 adj_5 = 0;
//bool adj_6 = 0;
//bool adj_7 = 0;
//bool adj_8 = 0;
float32 adj_9 = 0;
vec2 adj_10 = 0;
vec3 adj_11 = 0;
float32 adj_12 = 0;
float32 adj_13 = 0;
//bool adj_14 = 0;
//bool adj_15 = 0;
bool adj_16 = 0;
vec2 adj_17 = 0;
vec2 adj_18 = 0;
float32 adj_19 = 0;
float32 adj_20 = 0;
float32 adj_21 = 0;
float32 adj_22 = 0;
float32 adj_23 = 0;
//bool adj_24 = 0;
//bool adj_25 = 0;
//bool adj_26 = 0;
bool adj_27 = 0;
float32 adj_28 = 0;
vec2 adj_29 = 0;
vec2 adj_30 = 0;
vec3 adj_31 = 0;
float32 adj_32 = 0;
float32 adj_33 = 0;
//bool adj_34 = 0;
//bool adj_35 = 0;
bool adj_36 = 0;
vec2 adj_37 = 0;
vec2 adj_38 = 0;
float32 adj_39 = 0;
float32 adj_40 = 0;
float32 adj_41 = 0;
float32 adj_42 = 0;
float32 adj_43 = 0;
//bool adj_44 = 0;
//bool adj_45 = 0;
//bool adj_46 = 0;
bool adj_47 = 0;
float32 adj_48 = 0;
vec2 adj_49 = 0;
vec2 adj_50 = 0;
float32 adj_51 = 0;
float32 adj_52 = 0;
float32 adj_53 = 0;
float32 adj_54 = 0;
float32 adj_55 = 0;
float32 adj_56 = 0;
float32 adj_57 = 0;
float32 adj_58 = 0;
//bool adj_59 = 0;
float32 adj_60 = 0;
//bool adj_61 = 0;
float32 adj_62 = 0;
//bool adj_63 = 0;
bool adj_64 = 0;
float32 adj_65 = 0;
vec2 adj_66 = 0;
vec2 adj_67 = 0;
float32 adj_68 = 0;
float32 adj_69 = 0;
float32 adj_70 = 0;
float32 adj_71 = 0;
float32 adj_72 = 0;
float32 adj_73 = 0;
float32 adj_74 = 0;
vec2 adj_75 = 0;
//---------
// forward
var_0 = wp::sub(var_b, var_a);
var_1 = wp::sub(var_c, var_a);
var_2 = wp::sub(var_p, var_a);
var_3 = wp::dot(var_0, var_2);
var_4 = wp::dot(var_1, var_2);
var_6 = (var_3 <= var_5);
var_7 = (var_4 <= var_5);
var_8 = var_6 && var_7;
if (var_8) {
var_10 = wp::vec2(var_9, var_5);
goto label0;
}
var_11 = wp::sub(var_p, var_b);
var_12 = wp::dot(var_0, var_11);
var_13 = wp::dot(var_1, var_11);
var_14 = (var_12 >= var_5);
var_15 = (var_13 <= var_12);
var_16 = var_14 && var_15;
if (var_16) {
var_17 = wp::vec2(var_5, var_9);
goto label1;
}
var_18 = wp::select(var_16, var_10, var_17);
var_19 = wp::mul(var_3, var_13);
var_20 = wp::mul(var_12, var_4);
var_21 = wp::sub(var_19, var_20);
var_22 = wp::sub(var_3, var_12);
var_23 = wp::div(var_3, var_22);
var_24 = (var_21 <= var_5);
var_25 = (var_3 >= var_5);
var_26 = (var_12 <= var_5);
var_27 = var_24 && var_25 && var_26;
if (var_27) {
var_28 = wp::sub(var_9, var_23);
var_29 = wp::vec2(var_28, var_23);
goto label2;
}
var_30 = wp::select(var_27, var_18, var_29);
var_31 = wp::sub(var_p, var_c);
var_32 = wp::dot(var_0, var_31);
var_33 = wp::dot(var_1, var_31);
var_34 = (var_33 >= var_5);
var_35 = (var_32 <= var_33);
var_36 = var_34 && var_35;
if (var_36) {
var_37 = wp::vec2(var_5, var_5);
goto label3;
}
var_38 = wp::select(var_36, var_30, var_37);
var_39 = wp::mul(var_32, var_4);
var_40 = wp::mul(var_3, var_33);
var_41 = wp::sub(var_39, var_40);
var_42 = wp::sub(var_4, var_33);
var_43 = wp::div(var_4, var_42);
var_44 = (var_41 <= var_5);
var_45 = (var_4 >= var_5);
var_46 = (var_33 <= var_5);
var_47 = var_44 && var_45 && var_46;
if (var_47) {
var_48 = wp::sub(var_9, var_43);
var_49 = wp::vec2(var_48, var_5);
goto label4;
}
var_50 = wp::select(var_47, var_38, var_49);
var_51 = wp::mul(var_12, var_33);
var_52 = wp::mul(var_32, var_13);
var_53 = wp::sub(var_51, var_52);
var_54 = wp::sub(var_13, var_12);
var_55 = wp::sub(var_13, var_12);
var_56 = wp::sub(var_32, var_33);
var_57 = wp::add(var_55, var_56);
var_58 = wp::div(var_54, var_57);
var_59 = (var_53 <= var_5);
var_60 = wp::sub(var_13, var_12);
var_61 = (var_60 >= var_5);
var_62 = wp::sub(var_32, var_33);
var_63 = (var_62 >= var_5);
var_64 = var_59 && var_61 && var_63;
if (var_64) {
var_65 = wp::sub(var_9, var_58);
var_66 = wp::vec2(var_5, var_65);
goto label5;
}
// var_67 = wp::select(var_64, var_50, var_66);
var_68 = wp::add(var_53, var_41);
var_69 = wp::add(var_68, var_21);
var_70 = wp::div(var_9, var_69);
var_71 = wp::mul(var_41, var_70);
var_72 = wp::mul(var_21, var_70);
var_73 = wp::sub(var_9, var_71);
var_74 = wp::sub(var_73, var_72);
// var_75 = wp::vec2(var_74, var_71);
goto label6;
//---------
// reverse
label6:;
adj_75 += adj_ret;
wp::adj_vec2(var_74, var_71, adj_74, adj_71, adj_75);
wp::adj_sub(var_73, var_72, adj_73, adj_72, adj_74);
wp::adj_sub(var_9, var_71, adj_9, adj_71, adj_73);
wp::adj_mul(var_21, var_70, adj_21, adj_70, adj_72);
wp::adj_mul(var_41, var_70, adj_41, adj_70, adj_71);
wp::adj_div(var_9, var_69, var_70, adj_9, adj_69, adj_70);
wp::adj_add(var_68, var_21, adj_68, adj_21, adj_69);
wp::adj_add(var_53, var_41, adj_53, adj_41, adj_68);
wp::adj_select(var_64, var_50, var_66, adj_64, adj_50, adj_66, adj_67);
if (var_64) {
label5:;
adj_66 += adj_ret;
wp::adj_vec2(var_5, var_65, adj_5, adj_65, adj_66);
wp::adj_sub(var_9, var_58, adj_9, adj_58, adj_65);
}
wp::adj_sub(var_32, var_33, adj_32, adj_33, adj_62);
wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_60);
wp::adj_div(var_54, var_57, var_58, adj_54, adj_57, adj_58);
wp::adj_add(var_55, var_56, adj_55, adj_56, adj_57);
wp::adj_sub(var_32, var_33, adj_32, adj_33, adj_56);
wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_55);
wp::adj_sub(var_13, var_12, adj_13, adj_12, adj_54);
wp::adj_sub(var_51, var_52, adj_51, adj_52, adj_53);
wp::adj_mul(var_32, var_13, adj_32, adj_13, adj_52);
wp::adj_mul(var_12, var_33, adj_12, adj_33, adj_51);
wp::adj_select(var_47, var_38, var_49, adj_47, adj_38, adj_49, adj_50);
if (var_47) {
label4:;
adj_49 += adj_ret;
wp::adj_vec2(var_48, var_5, adj_48, adj_5, adj_49);
wp::adj_sub(var_9, var_43, adj_9, adj_43, adj_48);
}
wp::adj_div(var_4, var_42, var_43, adj_4, adj_42, adj_43);
wp::adj_sub(var_4, var_33, adj_4, adj_33, adj_42);
wp::adj_sub(var_39, var_40, adj_39, adj_40, adj_41);
wp::adj_mul(var_3, var_33, adj_3, adj_33, adj_40);
wp::adj_mul(var_32, var_4, adj_32, adj_4, adj_39);
wp::adj_select(var_36, var_30, var_37, adj_36, adj_30, adj_37, adj_38);
if (var_36) {
label3:;
adj_37 += adj_ret;
wp::adj_vec2(var_5, var_5, adj_5, adj_5, adj_37);
}
wp::adj_dot(var_1, var_31, adj_1, adj_31, adj_33);
wp::adj_dot(var_0, var_31, adj_0, adj_31, adj_32);
wp::adj_sub(var_p, var_c, adj_p, adj_c, adj_31);
wp::adj_select(var_27, var_18, var_29, adj_27, adj_18, adj_29, adj_30);
if (var_27) {
label2:;
adj_29 += adj_ret;
wp::adj_vec2(var_28, var_23, adj_28, adj_23, adj_29);
wp::adj_sub(var_9, var_23, adj_9, adj_23, adj_28);
}
wp::adj_div(var_3, var_22, var_23, adj_3, adj_22, adj_23);
wp::adj_sub(var_3, var_12, adj_3, adj_12, adj_22);
wp::adj_sub(var_19, var_20, adj_19, adj_20, adj_21);
wp::adj_mul(var_12, var_4, adj_12, adj_4, adj_20);
wp::adj_mul(var_3, var_13, adj_3, adj_13, adj_19);
wp::adj_select(var_16, var_10, var_17, adj_16, adj_10, adj_17, adj_18);
if (var_16) {
label1:;
adj_17 += adj_ret;
wp::adj_vec2(var_5, var_9, adj_5, adj_9, adj_17);
}
wp::adj_dot(var_1, var_11, adj_1, adj_11, adj_13);
wp::adj_dot(var_0, var_11, adj_0, adj_11, adj_12);
wp::adj_sub(var_p, var_b, adj_p, adj_b, adj_11);
if (var_8) {
label0:;
adj_10 += adj_ret;
wp::adj_vec2(var_9, var_5, adj_9, adj_5, adj_10);
}
wp::adj_dot(var_1, var_2, adj_1, adj_2, adj_4);
wp::adj_dot(var_0, var_2, adj_0, adj_2, adj_3);
wp::adj_sub(var_p, var_a, adj_p, adj_a, adj_2);
wp::adj_sub(var_c, var_a, adj_c, adj_a, adj_1);
wp::adj_sub(var_b, var_a, adj_b, adj_a, adj_0);
return;
}
// ----------------------------------------------------------------
// jleaf: I needed to replace "float(" with "cast_float(" manually below because
// "#define float(x) cast_float(x)"" in this header affects other files.
// See adjoint in "intersect_adj.h" for the generated adjoint.
/*
Here is the original warp implementation that was used to generate this code:
# https://books.google.ca/books?id=WGpL6Sk9qNAC&printsec=frontcover&hl=en#v=onepage&q=triangle&f=false
# From 5.1.9
# p1 and q1 are points of edge 1.
# p2 and q2 are points of edge 2.
# epsilon zero tolerance for determining if points in an edge are degenerate
# output: A single wp.vec3, containing s and t for edges 1 and 2 respectively,
# and the distance between their closest points.
@wp.func
def closest_point_edge_edge(
p1: wp.vec3, q1: wp.vec3, p2: wp.vec3, q2: wp.vec3, epsilon: float
):
# direction vectors of each segment/edge
d1 = q1 - p1
d2 = q2 - p2
r = p1 - p2
a = wp.dot(d1, d1) # squared length of segment s1, always nonnegative
e = wp.dot(d2, d2) # squared length of segment s2, always nonnegative
f = wp.dot(d2, r)
s = float(0.0)
t = float(0.0)
dist = wp.length(p2 - p1)
# Check if either or both segments degenerate into points
if a <= epsilon and e <= epsilon:
# both segments degenerate into points
return wp.vec3(s, t, dist)
if a <= epsilon:
s = float(0.0)
t = float(f / e) # s = 0 => t = (b*s + f) / e = f / e
else:
c = wp.dot(d1, r)
if e <= epsilon:
# second segment genereates into a point
s = wp.clamp(-c / a, 0.0, 1.0) # t = 0 => s = (b*t-c)/a = -c/a
t = float(0.0)
else:
# The general nondegenerate case starts here
b = wp.dot(d1, d2)
denom = a * e - b * b # always nonnegative
# if segments not parallel, compute closest point on L1 to L2 and
# clamp to segment S1. Else pick arbitrary s (here 0)
if denom != 0.0:
s = wp.clamp((b * f - c * e) / denom, 0.0, 1.0)
else:
s = 0.0
# compute point on L2 closest to S1(s) using
# t = dot((p1+d2*s) - p2,d2)/dot(d2,d2) = (b*s+f)/e
t = (b * s + f) / e
# if t in [0,1] done. Else clamp t, recompute s for the new value
# of t using s = dot((p2+d2*t-p1,d1)/dot(d1,d1) = (t*b - c)/a
# and clamp s to [0,1]
if t < 0.0:
t = 0.0
s = wp.clamp(-c / a, 0.0, 1.0)
elif t > 1.0:
t = 1.0
s = wp.clamp((b - c) / a, 0.0, 1.0)
c1 = p1 + (q1 - p1) * s
c2 = p2 + (q2 - p2) * t
dist = wp.length(c2 - c1)
return wp.vec3(s, t, dist)
*/
static CUDA_CALLABLE vec3 closest_point_edge_edge(vec3 var_p1,
vec3 var_q1,
vec3 var_p2,
vec3 var_q2,
float32 var_epsilon)
{
//---------
// primal vars
vec3 var_0;
vec3 var_1;
vec3 var_2;
float32 var_3;
float32 var_4;
float32 var_5;
const float32 var_6 = 0.0;
float32 var_7;
float32 var_8;
vec3 var_9;
float32 var_10;
bool var_11;
bool var_12;
bool var_13;
vec3 var_14;
bool var_15;
float32 var_16;
float32 var_17;
float32 var_18;
float32 var_19;
float32 var_20;
float32 var_21;
bool var_22;
float32 var_23;
float32 var_24;
const float32 var_25 = 1.0;
float32 var_26;
float32 var_27;
float32 var_28;
float32 var_29;
float32 var_30;
float32 var_31;
float32 var_32;
float32 var_33;
bool var_34;
float32 var_35;
float32 var_36;
float32 var_37;
float32 var_38;
float32 var_39;
float32 var_40;
float32 var_41;
float32 var_42;
float32 var_43;
float32 var_44;
bool var_45;
float32 var_46;
float32 var_47;
float32 var_48;
float32 var_49;
float32 var_50;
bool var_51;
float32 var_52;
float32 var_53;
float32 var_54;
float32 var_55;
float32 var_56;
float32 var_57;
float32 var_58;
float32 var_59;
float32 var_60;
float32 var_61;
float32 var_62;
vec3 var_63;
vec3 var_64;
vec3 var_65;
vec3 var_66;
vec3 var_67;
vec3 var_68;
vec3 var_69;
float32 var_70;
vec3 var_71;
//---------
// forward
var_0 = wp::sub(var_q1, var_p1);
var_1 = wp::sub(var_q2, var_p2);
var_2 = wp::sub(var_p1, var_p2);
var_3 = wp::dot(var_0, var_0);
var_4 = wp::dot(var_1, var_1);
var_5 = wp::dot(var_1, var_2);
var_7 = wp::cast_float(var_6);
var_8 = wp::cast_float(var_6);
var_9 = wp::sub(var_p2, var_p1);
var_10 = wp::length(var_9);
var_11 = (var_3 <= var_epsilon);
var_12 = (var_4 <= var_epsilon);
var_13 = var_11 && var_12;
if (var_13) {
var_14 = wp::vec3(var_7, var_8, var_10);
return var_14;
}
var_15 = (var_3 <= var_epsilon);
if (var_15) {
var_16 = wp::cast_float(var_6);
var_17 = wp::div(var_5, var_4);
var_18 = wp::cast_float(var_17);
}
var_19 = wp::select(var_15, var_7, var_16);
var_20 = wp::select(var_15, var_8, var_18);
if (!var_15) {
var_21 = wp::dot(var_0, var_2);
var_22 = (var_4 <= var_epsilon);
if (var_22) {
var_23 = wp::neg(var_21);
var_24 = wp::div(var_23, var_3);
var_26 = wp::clamp(var_24, var_6, var_25);
var_27 = wp::cast_float(var_6);
}
var_28 = wp::select(var_22, var_19, var_26);
var_29 = wp::select(var_22, var_20, var_27);
if (!var_22) {
var_30 = wp::dot(var_0, var_1);
var_31 = wp::mul(var_3, var_4);
var_32 = wp::mul(var_30, var_30);
var_33 = wp::sub(var_31, var_32);
var_34 = (var_33 != var_6);
if (var_34) {
var_35 = wp::mul(var_30, var_5);
var_36 = wp::mul(var_21, var_4);
var_37 = wp::sub(var_35, var_36);
var_38 = wp::div(var_37, var_33);
var_39 = wp::clamp(var_38, var_6, var_25);
}
var_40 = wp::select(var_34, var_28, var_39);
if (!var_34) {
}
var_41 = wp::select(var_34, var_6, var_40);
var_42 = wp::mul(var_30, var_41);
var_43 = wp::add(var_42, var_5);
var_44 = wp::div(var_43, var_4);
var_45 = (var_44 < var_6);
if (var_45) {
var_46 = wp::neg(var_21);
var_47 = wp::div(var_46, var_3);
var_48 = wp::clamp(var_47, var_6, var_25);
}
var_49 = wp::select(var_45, var_41, var_48);
var_50 = wp::select(var_45, var_44, var_6);
if (!var_45) {
var_51 = (var_50 > var_25);
if (var_51) {
var_52 = wp::sub(var_30, var_21);
var_53 = wp::div(var_52, var_3);
var_54 = wp::clamp(var_53, var_6, var_25);
}
var_55 = wp::select(var_51, var_49, var_54);
var_56 = wp::select(var_51, var_50, var_25);
}
var_57 = wp::select(var_45, var_55, var_49);
var_58 = wp::select(var_45, var_56, var_50);
}
var_59 = wp::select(var_22, var_57, var_28);
var_60 = wp::select(var_22, var_58, var_29);
}
var_61 = wp::select(var_15, var_59, var_19);
var_62 = wp::select(var_15, var_60, var_20);
var_63 = wp::sub(var_q1, var_p1);
var_64 = wp::mul(var_63, var_61);
var_65 = wp::add(var_p1, var_64);
var_66 = wp::sub(var_q2, var_p2);
var_67 = wp::mul(var_66, var_62);
var_68 = wp::add(var_p2, var_67);
var_69 = wp::sub(var_68, var_65);
var_70 = wp::length(var_69);
var_71 = wp::vec3(var_61, var_62, var_70);
return var_71;
}
} // namespace wp
|