35 kg, sd->object, sd->time, sd->prim, &tri_vindex, &numsteps, &step, &t);
61 kg, Ng, sd->object, tri_vindex, numsteps, step, t, sd->u, sd->v);
SIMD_FORCE_INLINE btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define kernel_data_fetch(name, index)
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_inline bool object_negative_scale_applied(const int object_flag)
ccl_device_inline float cross(const float2 a, const float2 b)
ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg, float3 Ng, int object, uint3 tri_vindex, int numsteps, int step, float t, float u, float v)
ccl_device_inline void motion_triangle_vertices(KernelGlobals kg, int object, uint3 tri_vindex, int numsteps, int numverts, int step, float t, float3 verts[3])
ccl_device_inline void motion_triangle_compute_info(KernelGlobals kg, int object, float time, int prim, ccl_private uint3 *tri_vindex, ccl_private int *numsteps, ccl_private int *step, ccl_private float *t)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 motion_triangle_point_from_uv(KernelGlobals kg, ccl_private ShaderData *sd, const float u, const float v, float3 verts[3])
CCL_NAMESPACE_BEGIN ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg, ccl_private ShaderData *sd)