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xelatihy committed Jan 30, 2024
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Showing 1 changed file with 0 additions and 232 deletions.
232 changes: 0 additions & 232 deletions libs/yocto/yocto_raycasting.h
Original file line number Diff line number Diff line change
Expand Up @@ -539,58 +539,6 @@ intersection3f intersect_instance_ebvh(const scene_ebvh& bvh,

} // namespace yocto

// -----------------------------------------------------------------------------
// EMBREE BACKWARD COMPATIBILITY
// -----------------------------------------------------------------------------
namespace yocto {

// backward compatibility
using shape_embree_bvh = shape_ebvh;
using scene_embree_bvh = scene_ebvh;

// Build the bvh acceleration structure.
[[deprecated]] inline shape_embree_bvh make_shape_embree_bvh(
const shape_data& shape, bool highquality = false) {
return make_shape_ebvh(shape, highquality);
}
[[deprecated]] inline scene_embree_bvh make_scene_embree_bvh(
const scene_data& scene, bool highquality = false,
bool noparallel = false) {
return make_scene_ebvh(scene, highquality, noparallel);
}

// Refit bvh data
[[deprecated]] inline void refit_shape_embree_bvh(
shape_embree_bvh& bvh, const shape_data& shape) {
return refit_shape_ebvh(bvh, shape);
}
[[deprecated]] inline void update_scene_embree_bvh(scene_ebvh& bvh,
const scene_data& scene, const vector<int>& updated_instances,
const vector<int>& updated_shapes) {
return refit_scene_ebvh(bvh, scene, updated_instances, updated_shapes);
}

// Intersect ray with a bvh returning either the first or any intersection
// depending on `find_any`. Returns the ray distance , the instance id,
// the shape element index and the element barycentric coordinates.
[[deprecated]] inline intersection3f intersect_shape_embree_bvh(
const shape_ebvh& bvh, const shape_data& shape, const ray3f& ray,
bool find_any = false) {
return intersect_shape_ebvh(bvh, shape, ray, find_any);
}
[[deprecated]] inline intersection3f intersect_scene_embree_bvh(
const scene_ebvh& bvh, const scene_data& scene, const ray3f& ray,
bool find_any = false) {
return intersect_scene_ebvh(bvh, scene, ray, find_any);
}
[[deprecated]] inline intersection3f intersect_instance_embree_bvh(
const scene_ebvh& bvh, const scene_data& scene, int instance,
const ray3f& ray, bool find_any = false) {
return intersect_instance_ebvh(bvh, scene, instance, ray, find_any);
}

} // namespace yocto

// -----------------------------------------------------------------------------
//
//
Expand Down Expand Up @@ -1091,106 +1039,6 @@ inline bool overlap_bbox(const bbox3f& bbox1, const bbox3f& bbox2) {

} // namespace yocto

// -----------------------------------------------------------------------------
// BACKWARD COMPATIBILITY
// -----------------------------------------------------------------------------
namespace yocto {

// Intersect a ray with a point (approximate)
[[deprecated]] inline bool intersect_point(
const ray3f& ray, vec3f p, float r, vec2f& uv, float& dist) {
auto intersection = intersect_point(ray, p, r);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

// Intersect a ray with a line
[[deprecated]] inline bool intersect_line(const ray3f& ray, vec3f p0, vec3f p1,
float r0, float r1, vec2f& uv, float& dist) {
auto intersection = intersect_line(ray, p0, p1, r0, r1);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

// Intersect a ray with a sphere
[[deprecated]] inline bool intersect_sphere(
const ray3f& ray, vec3f p, float r, vec2f& uv, float& dist) {
auto intersection = intersect_sphere(ray, p, r);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

// Intersect a ray with a triangle
[[deprecated]] inline bool intersect_triangle(
const ray3f& ray, vec3f p0, vec3f p1, vec3f p2, vec2f& uv, float& dist) {
auto intersection = intersect_triangle(ray, p0, p1, p2);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

// Intersect a ray with a quad.
[[deprecated]] inline bool intersect_quad(const ray3f& ray, vec3f p0, vec3f p1,
vec3f p2, vec3f p3, vec2f& uv, float& dist) {
auto intersection = intersect_quad(ray, p0, p1, p2, p3);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

// Check if a point overlaps a position pos withint a maximum distance dist_max.
[[deprecated]] inline bool overlap_point(
vec3f pos, float dist_max, vec3f p, float r, vec2f& uv, float& dist) {
auto intersection = overlap_point(pos, dist_max, p, r);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

// Check if a line overlaps a position pos withint a maximum distance dist_max.
[[deprecated]] inline bool overlap_line(vec3f pos, float dist_max, vec3f p0,
vec3f p1, float r0, float r1, vec2f& uv, float& dist) {
auto intersection = overlap_line(pos, dist_max, p0, p1, r0, r1);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

// Check if a triangle overlaps a position pos withint a maximum distance
// dist_max.
[[deprecated]] inline bool overlap_triangle(vec3f pos, float dist_max, vec3f p0,
vec3f p1, vec3f p2, float r0, float r1, float r2, vec2f& uv, float& dist) {
auto intersection = overlap_triangle(pos, dist_max, p0, p1, p2, r0, r1, r2);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

// Check if a quad overlaps a position pos withint a maximum distance dist_max.
[[deprecated]] inline bool overlap_quad(vec3f pos, float dist_max, vec3f p0,
vec3f p1, vec3f p2, vec3f p3, float r0, float r1, float r2, float r3,
vec2f& uv, float& dist) {
auto intersection = overlap_quad(
pos, dist_max, p0, p1, p2, p3, r0, r1, r2, r3);
if (!intersection.hit) return false;
uv = intersection.uv;
dist = intersection.distance;
return true;
}

} // namespace yocto

// -----------------------------------------------------------------------------
// CONVENIENCE FUNCTIONS
// -----------------------------------------------------------------------------
Expand Down Expand Up @@ -1239,86 +1087,6 @@ inline bool is_volumetric(

} // namespace yocto

// -----------------------------------------------------------------------------
// BACKWARD COMPATIBILITY
// -----------------------------------------------------------------------------
namespace yocto {

// backward compatibility
[[deprecated]] inline shape_bvh make_bvh(
const shape_data& shape, bool embree = false, bool highquality = false) {
return make_shape_bvh(shape, highquality);
}
[[deprecated]] inline scene_bvh make_bvh(const scene_data& scene,
bool embree = false, bool highquality = false, bool noparallel = false) {
return make_scene_bvh(scene, highquality, noparallel);
}

// backward compatibility
[[deprecated]] inline void update_bvh(shape_bvh& bvh, const shape_data& shape) {
return refit_shape_bvh(bvh, shape);
}
[[deprecated]] inline void update_bvh(scene_bvh& bvh, const scene_data& scene,
const vector<int>& updated_instances, const vector<int>& updated_shapes) {
return refit_scene_bvh(bvh, scene, updated_instances, updated_shapes);
}

// backward compatibility
[[deprecated]] inline intersection3f intersect_bvh(const shape_bvh& bvh,
const shape_data& shape, const ray3f& ray, bool find_any = false) {
return intersect_shape_bvh(bvh, shape, ray, find_any);
}
[[deprecated]] inline intersection3f intersect_bvh(const scene_bvh& bvh,
const scene_data& scene, const ray3f& ray, bool find_any = false) {
return intersect_scene_bvh(bvh, scene, ray, find_any);
}
[[deprecated]] inline intersection3f intersect_bvh(const scene_bvh& bvh,
const scene_data& scene, int instance, const ray3f& ray,
bool find_any = false) {
return intersect_instance_bvh(bvh, scene, instance, ray, find_any);
}

// backward compatibility
[[deprecated]] inline intersection3f overlap_bvh(const shape_bvh& bvh,
const shape_data& shape, vec3f pos, float max_distance,
bool find_any = false) {
return overlap_shape_bvh(bvh, shape, pos, max_distance, find_any);
}
[[deprecated]] inline intersection3f overlap_bvh(const scene_bvh& bvh,
const scene_data& scene, vec3f pos, float max_distance,
bool find_any = false) {
return overlap_scene_bvh(bvh, scene, pos, max_distance, find_any);
}

// backward compatibility
[[deprecated]] inline intersection3f intersect_shape(const shape_bvh& bvh,
const shape_data& shape, const ray3f& ray, bool find_any = false) {
return intersect_shape_bvh(bvh, shape, ray, find_any);
}
[[deprecated]] inline intersection3f intersect_scene(const scene_bvh& bvh,
const scene_data& scene, const ray3f& ray, bool find_any = false) {
return intersect_scene_bvh(bvh, scene, ray, find_any);
}
[[deprecated]] inline intersection3f intersect_instance(const scene_bvh& bvh,
const scene_data& scene, int instance, const ray3f& ray,
bool find_any = false) {
return intersect_instance_bvh(bvh, scene, instance, ray, find_any);
}

// backward compatibility
[[deprecated]] inline intersection3f overlap_shape(const shape_bvh& bvh,
const shape_data& shape, vec3f pos, float max_distance,
bool find_any = false) {
return overlap_shape_bvh(bvh, shape, pos, max_distance, find_any);
}
[[deprecated]] inline intersection3f overlap_scene(const scene_bvh& bvh,
const scene_data& scene, vec3f pos, float max_distance,
bool find_any = false) {
return overlap_scene_bvh(bvh, scene, pos, max_distance, find_any);
}

} // namespace yocto

// -----------------------------------------------------------------------------
// CUDA SUPPORT
// -----------------------------------------------------------------------------
Expand Down

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