//-*-c-*- __device__ __host__ Matrix inv(const Matrix&m, float& determinant) { determinant = det(m); return make_matrix(m.a11*m.a22 - m.a12*m.a21, m.a02*m.a21 - m.a01*m.a22, m.a01*m.a12 - m.a02*m.a11, m.a12*m.a20 - m.a10*m.a22, m.a00*m.a22 - m.a02*m.a20, m.a02*m.a10 - m.a00*m.a12, m.a10*m.a21 - m.a11*m.a20, m.a01*m.a20 - m.a00*m.a21, m.a00*m.a11 - m.a01*m.a10)/determinant; } __device__ bool intersect_triangle(const float3 &x, const float3 &p, float3 *vertex, float3 &intersection) { float determinant; float3 u = inv(make_matrix(vertex[0]-vertex[2],vertex[1]-vertex[2],-p), determinant)*(x-vertex[2]); if (determinant == 0.0) return false; if (u.x < 0.0 || u.y < 0.0 || u.z < 0.0 || (1-u.x-u.y) < 0.0) return false; intersection = x + p*u.z; return true; } extern "C" { __global__ void intersect_triangle_mesh(float3 *x, float3 *p, int n, float3 *mesh, int *state, float3 *w) { int idx = blockIdx.x*blockDim.x + threadIdx.x; bool hit = false; float distance, min_distance; float3 intersection, min_intersection; int i; for (i=0; i < n; i++) { if (intersect_triangle(x[idx], p[idx], mesh+3*i, intersection)) { if (!hit) { state[idx] = 1; min_distance = norm(intersection-x[idx]); min_intersection = intersection; continue; } distance = norm(w[idx]-x[idx]); if (distance < min_distance) { state[idx] = 1; min_distance = distance; min_intersection = intersection; } } } } } // extern "c"