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Blender V4.3
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Go to the source code of this file.
Functions | |
| 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_device_inline bool | motion_triangle_intersect (KernelGlobals kg, ccl_private Intersection *isect, float3 P, float3 dir, float tmin, float tmax, float time, uint visibility, int object, int prim, int prim_addr) |
| ccl_device_inline bool motion_triangle_intersect | ( | KernelGlobals | kg, |
| ccl_private Intersection * | isect, | ||
| float3 | P, | ||
| float3 | dir, | ||
| float | tmin, | ||
| float | tmax, | ||
| float | time, | ||
| uint | visibility, | ||
| int | object, | ||
| int | prim, | ||
| int | prim_addr ) |
Definition at line 41 of file motion_triangle_intersect.h.
References kernel_data_fetch, motion_triangle_vertices(), P, PRIMITIVE_MOTION_TRIANGLE, ray_triangle_intersect(), v, and verts.
| 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] ) |
Use the barycentric coordinates to get the intersection location
Definition at line 23 of file motion_triangle_intersect.h.
References object_get_transform(), P, SD_OBJECT_TRANSFORM_APPLIED, transform_point(), v, and verts.
Referenced by motion_triangle_shader_setup().