/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #if defined(OFFLINE_COMPUTATION) inline const bool NSH::CFullVisCache::IsUpperHemisphereVisible() const { return m_UpperHemisphereIsVisible; } inline const bool NSH::CFullVisCache::IsLowerHemisphereVisible() const { return m_LowerHemisphereIsVisible; } inline void NSH::CFullVisCache::CSimpleHit::SetupRay(const Vec3& crRayDir, const Vec3& crRayOrigin, const float cRayLen, const float cSign, const Vec3& crNormal, const float cBias) { NSH::CEveryObjectOnlyOnce::SetupRay(crRayDir, crRayOrigin, cRayLen, cBias); m_PNormal = crNormal; m_D = cSign; m_HasHit = false; }; inline const bool NSH::CFullVisCache::CSimpleHit::IsIntersecting() const { return m_HasHit; } inline const bool NSH::CFullVisCache::IsFullyVisible(const TVec& crDir) const { if (crDir.z >= 0) { return m_UpperHemisphereIsVisible; } else { return m_LowerHemisphereIsVisible; } } #endif