BVH can now have multiple objects per leaf.
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cb8db6a0b6
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5278675fb7
41
src/bvh.rs
41
src/bvh.rs
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@ -23,12 +23,12 @@ enum BVHNode {
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Leaf {
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bounds: BBox,
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object_index: usize,
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object_range: (usize, usize),
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},
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}
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impl<'a, T> BVH<'a, T> {
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pub fn from_objects<F>(objects: &'a mut [T], bounder: F) -> BVH<'a, T>
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pub fn from_objects<F>(objects: &'a mut [T], objects_per_leaf: usize, bounder: F) -> BVH<'a, T>
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where F: Fn(&T) -> BBox
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{
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let mut bvh = BVH {
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@ -37,7 +37,7 @@ impl<'a, T> BVH<'a, T> {
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depth: 0,
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};
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bvh.recursive_build(0, 0, objects, &bounder);
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bvh.recursive_build(0, 0, objects_per_leaf, objects, &bounder);
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bvh.objects = objects;
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println!("BVH Depth: {}", bvh.depth);
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@ -49,6 +49,7 @@ impl<'a, T> BVH<'a, T> {
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fn recursive_build<F>(&mut self,
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offset: usize,
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depth: usize,
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objects_per_leaf: usize,
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objects: &mut [T],
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bounder: &F)
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-> usize
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@ -58,11 +59,17 @@ impl<'a, T> BVH<'a, T> {
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if objects.len() == 0 {
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return 0;
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} else if objects.len() == 1 {
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} else if objects.len() <= objects_per_leaf {
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// Leaf node
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self.nodes.push(BVHNode::Leaf {
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bounds: bounder(&objects[0]),
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object_index: offset,
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bounds: {
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let mut bounds = bounder(&objects[0]);
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for obj in &objects[1..] {
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bounds = bounds | bounder(obj);
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}
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bounds
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},
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object_range: (offset, offset + objects.len()),
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});
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if self.depth < depth {
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@ -112,9 +119,14 @@ impl<'a, T> BVH<'a, T> {
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};
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// Create child nodes
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self.recursive_build(offset, depth + 1, &mut objects[..split_index], bounder);
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self.recursive_build(offset,
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depth + 1,
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objects_per_leaf,
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&mut objects[..split_index],
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bounder);
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let child2_index = self.recursive_build(offset + split_index,
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depth + 1,
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objects_per_leaf,
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&mut objects[split_index..],
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bounder);
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@ -153,8 +165,8 @@ impl<'a, T> BVHTraverser<'a, T> {
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}
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impl<'a, T> Iterator for BVHTraverser<'a, T> {
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type Item = (&'a T, &'a mut [Ray]);
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fn next(&mut self) -> Option<(&'a T, &'a mut [Ray])> {
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type Item = (&'a [T], &'a mut [Ray]);
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fn next(&mut self) -> Option<(&'a [T], &'a mut [Ray])> {
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let rays = unsafe { slice::from_raw_parts_mut(self.rays.0, self.rays.1) };
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while self.stack_ptr > 0 {
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match self.bvh.nodes[self.i_stack[self.stack_ptr]] {
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@ -172,10 +184,15 @@ impl<'a, T> Iterator for BVHTraverser<'a, T> {
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}
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}
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BVHNode::Leaf { bounds: _, object_index } => {
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BVHNode::Leaf { bounds, object_range } => {
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// let part = self.ray_i_stack[self.stack_ptr];
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let part = partition(&mut rays[..self.ray_i_stack[self.stack_ptr]],
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|r| bounds.intersect_ray(r));
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self.stack_ptr -= 1;
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return Some((&self.bvh.objects[object_index],
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&mut rays[..self.ray_i_stack[self.stack_ptr + 1]]));
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if part > 0 {
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return Some((&self.bvh.objects[object_range.0..object_range.1],
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&mut rays[..part]));
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}
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}
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}
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}
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14
src/main.rs
14
src/main.rs
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@ -105,7 +105,7 @@ fn main() {
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}
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triangles
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};
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let scene = bvh::BVH::from_objects(&mut triangles[..], |tri| {
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let scene = bvh::BVH::from_objects(&mut triangles[..], 3, |tri| {
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let minimum = tri.0.min(tri.1.min(tri.2));
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let maximum = tri.0.max(tri.1.max(tri.2));
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BBox {
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@ -144,12 +144,14 @@ fn main() {
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}
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// Test ray against scene
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for (tri, rs) in bvh::BVHTraverser::from_bvh_and_ray(&scene, &mut rays[..]) {
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for (tris, rs) in bvh::BVHTraverser::from_bvh_and_ray(&scene, &mut rays[..]) {
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for r in rs.iter_mut() {
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if let Some((t, tri_u, tri_v)) = triangle::intersect_ray(r, *tri) {
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if t < r.max_t {
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isects[r.id as usize] = (true, tri_u, tri_v);
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r.max_t = t;
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for tri in tris.iter() {
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if let Some((t, tri_u, tri_v)) = triangle::intersect_ray(r, *tri) {
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if t < r.max_t {
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isects[r.id as usize] = (true, tri_u, tri_v);
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r.max_t = t;
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}
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}
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}
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}
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