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Prusa Slicer 2.6.0
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Classes | |
| struct | RTCRaySOA |
| Ray structure template for packets of N rays in SOA layout. More... | |
Functions | |
| struct | RTCORE_ALIGN (16) RTCRay |
| Ray structure for an individual ray. | |
| struct | RTCORE_ALIGN (32) RTCRay8 |
| struct | RTCORE_ALIGN (64) RTCRay16 |
| Ray structure for packets of 16 rays. | |
| struct RTCRaySOA |
Ray structure template for packets of N rays in SOA layout.
| struct RTCORE_ALIGN | ( | 16 | ) |
Ray structure for an individual ray.
Ray structure for packets of 4 rays.
< Ray origin
< Ray direction
< Start of ray segment
< End of ray segment (set to hit distance)
< Time of this ray for motion blur
< Used to mask out objects during traversal
< Unnormalized geometry normal
< Barycentric u coordinate of hit
< Barycentric v coordinate of hit
< geometry ID
< primitive ID
< instance ID
< x coordinate of ray origin
< y coordinate of ray origin
< z coordinate of ray origin
< x coordinate of ray direction
< y coordinate of ray direction
< z coordinate of ray direction
< Start of ray segment
< End of ray segment (set to hit distance)
< Time of this ray for motion blur
< Used to mask out objects during traversal
< x coordinate of geometry normal
< y coordinate of geometry normal
< z coordinate of geometry normal
< Barycentric u coordinate of hit
< Barycentric v coordinate of hit
< geometry ID
< primitive ID
< instance ID
| struct RTCORE_ALIGN | ( | 32 | ) |
Ray structure for packets of 8 rays.
< x coordinate of ray origin
< y coordinate of ray origin
< z coordinate of ray origin
< x coordinate of ray direction
< y coordinate of ray direction
< z coordinate of ray direction
< Start of ray segment
< End of ray segment (set to hit distance)
< Time of this ray for motion blur
< Used to mask out objects during traversal
< x coordinate of geometry normal
< y coordinate of geometry normal
< z coordinate of geometry normal
< Barycentric u coordinate of hit
< Barycentric v coordinate of hit
< geometry ID
< primitive ID
< instance ID
| struct RTCORE_ALIGN | ( | 64 | ) |
Ray structure for packets of 16 rays.
< x coordinate of ray origin
< y coordinate of ray origin
< z coordinate of ray origin
< x coordinate of ray direction
< y coordinate of ray direction
< z coordinate of ray direction
< Start of ray segment
< End of ray segment (set to hit distance)
< Time of this ray for motion blur
< Used to mask out objects during traversal
< x coordinate of geometry normal
< y coordinate of geometry normal
< z coordinate of geometry normal
< Barycentric u coordinate of hit
< Barycentric v coordinate of hit
< geometry ID
< primitive ID
< instance ID