Added neighbour test on detected ray hit
This commit is contained in:
@@ -85,7 +85,10 @@ struct Isect
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#define RE_RAY_SHADOW_TRA 2
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/* skip options */
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#define RE_SKIP_CULLFACE 1
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#define RE_SKIP_CULLFACE (1 << 0)
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/* if using this flag then *face should be a pointer to a VlakRen */
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#define RE_SKIP_VLR_NEIGHBOUR (1 << 1)
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/* TODO use: FLT_MAX? */
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#define RE_RAYTRACE_MAXDIST 1e33
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@@ -31,14 +31,96 @@
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#include "BKE_utildefines.h"
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#include "RE_raytrace.h"
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#include "render_types.h"
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#include "rayobject.h"
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/* only for self-intersecting test with current render face (where ray left) */
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static int intersection2(VlakRen *face, float r0, float r1, float r2, float rx1, float ry1, float rz1)
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{
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float co1[3], co2[3], co3[3], co4[3];
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float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22;
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float m0, m1, m2, divdet, det, det1;
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float u1, v, u2;
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VECCOPY(co1, face->v1->co);
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VECCOPY(co2, face->v2->co);
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if(face->v4)
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{
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VECCOPY(co3, face->v4->co);
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VECCOPY(co4, face->v3->co);
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}
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else
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{
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VECCOPY(co3, face->v3->co);
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}
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t00= co3[0]-co1[0];
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t01= co3[1]-co1[1];
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t02= co3[2]-co1[2];
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t10= co3[0]-co2[0];
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t11= co3[1]-co2[1];
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t12= co3[2]-co2[2];
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x0= t11*r2-t12*r1;
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x1= t12*r0-t10*r2;
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x2= t10*r1-t11*r0;
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divdet= t00*x0+t01*x1+t02*x2;
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m0= rx1-co3[0];
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m1= ry1-co3[1];
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m2= rz1-co3[2];
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det1= m0*x0+m1*x1+m2*x2;
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if(divdet!=0.0f) {
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u1= det1/divdet;
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if(u1<ISECT_EPSILON) {
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det= t00*(m1*r2-m2*r1);
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det+= t01*(m2*r0-m0*r2);
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det+= t02*(m0*r1-m1*r0);
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v= det/divdet;
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if(v<ISECT_EPSILON && (u1 + v) > -(1.0f+ISECT_EPSILON)) {
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return 1;
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}
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}
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}
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if(face->v4) {
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t20= co3[0]-co4[0];
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t21= co3[1]-co4[1];
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t22= co3[2]-co4[2];
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divdet= t20*x0+t21*x1+t22*x2;
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if(divdet!=0.0f) {
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u2= det1/divdet;
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if(u2<ISECT_EPSILON) {
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det= t20*(m1*r2-m2*r1);
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det+= t21*(m2*r0-m0*r2);
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det+= t22*(m0*r1-m1*r0);
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v= det/divdet;
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if(v<ISECT_EPSILON && (u2 + v) >= -(1.0f+ISECT_EPSILON)) {
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return 2;
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}
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}
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}
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}
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return 0;
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}
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/* ray - triangle or quad intersection */
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/* this function shall only modify Isect if it detects an hit */
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static int intersect_rayface(RayFace *face, Isect *is)
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{
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float co1[3],co2[3],co3[3],co4[3];
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float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22,r0,r1,r2;
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float m0, m1, m2, divdet, det1;
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float labda, u, v;
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short ok=0;
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if(is->orig.ob == face->ob && is->orig.face == face->face)
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@@ -51,8 +133,6 @@ static int intersect_rayface(RayFace *face, Isect *is)
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VECCOPY(co1, face->v1);
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VECCOPY(co2, face->v2);
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//TODO if(v4) { SWAP(float*, v3, v4); }
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if(face->v4)
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{
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VECCOPY(co3, face->v4);
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@@ -86,12 +166,11 @@ static int intersect_rayface(RayFace *face, Isect *is)
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det1= m0*x0+m1*x1+m2*x2;
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if(divdet!=0.0f) {
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float u;
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divdet= 1.0f/divdet;
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u= det1*divdet;
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if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
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float v, cros0, cros1, cros2;
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float cros0, cros1, cros2;
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cros0= m1*t02-m2*t01;
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cros1= m2*t00-m0*t02;
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@@ -99,12 +178,9 @@ static int intersect_rayface(RayFace *face, Isect *is)
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v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
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if(v<ISECT_EPSILON && (u + v) > -(1.0f+ISECT_EPSILON)) {
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float labda;
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labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
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if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
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is->labda= labda;
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is->u= u; is->v= v;
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ok= 1;
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}
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}
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@@ -119,25 +195,21 @@ static int intersect_rayface(RayFace *face, Isect *is)
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divdet= t20*x0+t21*x1+t22*x2;
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if(divdet!=0.0f) {
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float u;
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divdet= 1.0f/divdet;
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u = det1*divdet;
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if(u<ISECT_EPSILON && u>-(1.0f+ISECT_EPSILON)) {
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float v, cros0, cros1, cros2;
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float cros0, cros1, cros2;
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cros0= m1*t22-m2*t21;
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cros1= m2*t20-m0*t22;
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cros2= m0*t21-m1*t20;
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v= divdet*(cros0*r0 + cros1*r1 + cros2*r2);
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if(v<ISECT_EPSILON && (u + v) >-(1.0f+ISECT_EPSILON)) {
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float labda;
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labda= divdet*(cros0*t10 + cros1*t11 + cros2*t12);
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if(labda>-ISECT_EPSILON && labda<1.0f+ISECT_EPSILON) {
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ok= 2;
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is->labda= labda;
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is->u= u; is->v= v;
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}
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}
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}
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@@ -145,8 +217,37 @@ static int intersect_rayface(RayFace *face, Isect *is)
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}
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if(ok) {
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is->isect= ok; // wich half of the quad
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/* when a shadow ray leaves a face, it can be little outside the edges of it, causing
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intersection to be detected in its neighbour face */
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if(is->skip & RE_SKIP_VLR_NEIGHBOUR)
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{
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if(labda < 0.1f && is->orig.ob == face->ob)
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{
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VlakRen * a = is->orig.face;
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VlakRen * b = face->face;
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/* so there's a shared edge or vertex, let's intersect ray with face
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itself, if that's true we can safely return 1, otherwise we assume
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the intersection is invalid, 0 */
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if(a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1
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|| a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2
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|| a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3
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|| a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || (a->v4 && a->v4==b->v4))
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if(!intersection2((VlakRen*)b, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]))
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{
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return 0;
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}
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}
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}
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#if 0
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else if(labda < ISECT_EPSILON)
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{
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/* too close to origin */
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return 0;
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}
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#endif
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/*
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TODO
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if(is->mode!=RE_RAY_SHADOW) {
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@@ -157,46 +258,10 @@ static int intersect_rayface(RayFace *face, Isect *is)
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}
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}
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*/
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is->isect= ok; // wich half of the quad
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is->labda= labda;
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is->u= u; is->v= v;
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#if 0
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TODO
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/* when a shadow ray leaves a face, it can be little outside the edges of it, causing
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intersection to be detected in its neighbour face */
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if(is->facecontr && is->faceisect); // optimizing, the tests below are not needed
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else if(is->labda< .1) {
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RayFace *face= is->orig.face;
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float *origv1, *origv2, *origv3, *origv4;
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short de= 0;
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coordsfunc(face, &origv1, &origv2, &origv3, &origv4);
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if(ob == is->orig.ob) {
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if(v1==origv1 || v2==origv1 || v3==origv1 || v4==origv1) de++;
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if(v1==origv2 || v2==origv2 || v3==origv2 || v4==origv2) de++;
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if(v1==origv3 || v2==origv3 || v3==origv3 || v4==origv3) de++;
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if(origv4) {
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if(v1==origv4 || v2==origv4 || v3==origv4 || v4==origv4) de++;
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}
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}
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if(de) {
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/* so there's a shared edge or vertex, let's intersect ray with face
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itself, if that's true we can safely return 1, otherwise we assume
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the intersection is invalid, 0 */
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if(is->facecontr==NULL) {
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is->obcontr= is->orig.ob;
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is->facecontr= face;
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is->faceisect= intersection2(face, is->orig.ob, transformfunc, coordsfunc, is->userdata,
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-r0, -r1, -r2,
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is->start[0], is->start[1], is->start[2]);
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}
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if(is->faceisect) return 1;
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return 0;
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}
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}
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#endif
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is->hit.ob = face->ob;
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is->hit.face = face->face;
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return 1;
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@@ -2055,6 +2055,7 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
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VECCOPY(isec->start, shi->co);
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VECCOPY(isec->vec, vec);
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isec->labda = 1.0f;
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isec->skip = RE_SKIP_VLR_NEIGHBOUR;
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if(isec->mode==RE_RAY_SHADOW_TRA) {
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/* isec.col is like shadfac, so defines amount of light (0.0 is full shadow) */
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