bvh!
This commit is contained in:
270
src/bvh.rs
270
src/bvh.rs
@@ -1,11 +1,14 @@
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use crate::{ray::*, EPSILON};
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use nalgebra::{Point3, Vector3};
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use crate::{node::Node, ray::*, EPSILON};
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use nalgebra::{point, Point3, Vector3};
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use std::collections::HashMap;
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use std::ops::Index;
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// BOUNDING BOX -----------------------------------------------------------------
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#[derive(Clone)]
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pub struct AABB {
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pub bln: Point3<f64>,
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pub trf: Point3<f64>,
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pub centroid: Point3<f64>,
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}
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impl AABB {
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@@ -13,7 +16,15 @@ impl AABB {
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pub fn new(bln: Point3<f64>, trf: Point3<f64>) -> AABB {
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let bln = bln + Vector3::new(EPSILON, EPSILON, EPSILON);
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let trf = trf - Vector3::new(EPSILON, EPSILON, EPSILON);
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AABB { bln, trf }
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let centroid = bln + (bln - trf) / 2.0;
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AABB { bln, trf, centroid }
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}
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pub fn empty() -> AABB {
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AABB {
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bln: Point3::new(0.0, 0.0, 0.0),
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trf: Point3::new(0.0, 0.0, 0.0),
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centroid: Point3::new(0.0, 0.0, 0.0),
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}
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}
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// Intersect bounding box exactly
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pub fn intersect_bounding_box(&self, ray: &Ray) -> bool {
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@@ -69,7 +80,7 @@ impl AABB {
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}
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// Get the center of this bounding box
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fn get_centroid(&self) -> Point3<f64> {
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self.bln + (self.trf - self.bln) / 2.0
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self.centroid
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}
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// Make a new AABB that contains both
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pub fn join(&self, other: &AABB) -> AABB {
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@@ -86,6 +97,19 @@ impl AABB {
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),
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)
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}
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//Join mutably
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pub fn join_mut(&mut self, other: &AABB) {
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self.bln = Point3::new(
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self.bln.x.min(other.bln.x),
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self.bln.y.min(other.bln.y),
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self.bln.z.min(other.bln.z),
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);
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self.trf = Point3::new(
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self.trf.x.max(other.trf.x),
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self.trf.y.max(other.trf.y),
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self.trf.z.max(other.trf.z),
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);
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}
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//Grow the AABB to contain the cover the point
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pub fn grow(&self, other: &Point3<f64>) -> AABB {
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AABB::new(
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@@ -101,11 +125,23 @@ impl AABB {
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),
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)
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}
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//Grow mutably
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pub fn grow_mut(&mut self, other: &Point3<f64>) {
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self.bln = Point3::new(
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self.bln.x.min(other.x),
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self.bln.y.min(other.y),
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self.bln.z.min(other.z),
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);
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self.trf = Point3::new(
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self.trf.x.max(other.x),
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self.trf.y.max(other.y),
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self.trf.z.max(other.z),
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);
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}
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// Size of AABB
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pub fn size(&self) -> Vector3<f64> {
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self.trf - self.bln
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}
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//Surface area of AABB
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} //Surface area of AABB
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pub fn surface_area(&self) -> f64 {
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let size = self.size();
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2.0 * (size.x * size.y + size.x * size.z + size.y * size.z)
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@@ -117,18 +153,214 @@ impl AABB {
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}
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}
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pub enum BVHNode<'a> {
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Leaf {
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parent: &'a BVHNode<'a>,
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bounding_box: AABB,
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depth: u32,
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},
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Node {
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parent: Option<&'a BVHNode<'a>>,
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child_l: &'a BVHNode<'a>,
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child_r: &'a BVHNode<'a>,
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depth: u32,
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},
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// Index implemntation of the BVH tree
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// pub enum BVHNode {
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// Leaf {
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// p_idx: usize, //Parent index
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// depth: usize, //Depth in BVH tree
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// n_idx: usize, //Node index in corrosponding Vec<Node>
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// },
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// Node {
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// p_idx: usize, //Parent index
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// l_idx: usize, //Left child index
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// l_aabb: AABB, //Left AABB
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// r_idx: usize, //Right child index
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// r_aabb: AABB, //Right AABB
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// depth: usize, //Depth in BVH tree
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// },
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// }
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// impl BVHNode {
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// //Get parent
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// fn get_parent(&self) -> usize {
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// match *self {
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// BVHNode::Node { p_idx, .. } | BVHNode::Leaf { p_idx, .. } => p_idx,
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// }
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// }
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// //Get the left child of a node
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// fn get_child_l(&self) -> usize {
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// match *self {
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// BVHNode::Leaf { .. } => panic!("Cannot get child of leaf node"),
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// BVHNode::Node { l_idx, .. } => l_idx,
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// }
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// }
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// // Get right child
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// fn get_child_r(&self) -> usize {
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// match *self {
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// BVHNode::Leaf { .. } => panic!("Cannot get child of leaf node"),
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// BVHNode::Node { r_idx, .. } => r_idx,
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// }
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// }
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// // Get the depth of selected node
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// pub fn depth(&self) -> usize {
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// match *self {
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// BVHNode::Node { depth, .. } | BVHNode::Leaf { depth, .. } => depth,
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// }
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// }
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// // Get the aabb of the current node, if leaf return the primitives aabb
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// // If node return the join of the two child nodes
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// pub fn get_node_aabb(&self, nodes: &Vec<Node>) -> AABB {
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// match *self {
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// BVHNode::Node { l_aabb, r_aabb, .. } => l_aabb.join(&r_aabb),
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// BVHNode::Leaf { aabb, .. } => aabb,
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// }
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// }
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// }
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// //Implementation of the BVH
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// pub struct BVHTree<'a> {
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// pub nodes: &'a HashMap<String, Node>,
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// pub bvh_nodes: Vec<BVHNode>,
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// }
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// impl<'a> BVHTree<'a> {
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// //Generate a BVH tree given a vector of nodes
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// pub fn new(nodes: &HashMap<String, Node>) -> BVHTree {
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// //We will make an aabb that bounds all shapes
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// let mut root_aabb = AABB::empty();
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// let mut root_centroid = AABB::empty();
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// for (_, node) in nodes {
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// let node_aabb = node.primitive.get_aabb();
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// root_aabb.join_mut(&node_aabb);
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// root_centroid.grow_mut(&node_aabb.get_centroid());
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// }
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// //We will make an aabb that bounds all centroids
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// return BVHTree {
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// nodes: &HashMap::new(),
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// bvh_nodes: vec![],
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// };
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// }
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// }
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pub struct BVHNode {
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aabb: AABB, //The nodes bounding box
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l_idx: usize, //Child node l, the right node is alway l_idx + 1
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first_prim: usize, //First primitive that the node encapsulates
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prim_count: usize, //Number of primitives the node encapsulates
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}
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impl<'a> BVHNode<'a> {}
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pub struct BVH {
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bvh_nodes: Vec<BVHNode>, //BVH nodes with AABBs
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nodes: Vec<Node>, //Nodes with primitives
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nodes_used: usize,
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root_node_index: usize,
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}
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impl BVH {
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//Build a bvh by subdividing recursively
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fn build(in_nodes: HashMap<String, Node>) -> BVH {
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//Make our own vec of nodes so that we can refer to it by index
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//Might be long to copy scene, so alternative methods may be prefered
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let nodes = vec![];
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for (_, node) in in_nodes {
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nodes.push(node);
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}
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//A BVH tree will be maximum size of 2*n + 1
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let n = nodes.len();
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let mut bvh_nodes: Vec<BVHNode> = Vec::with_capacity(2 * n + 1);
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//Begin constructing our BVH tree
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let root_node_index = 0;
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let nodes_used = 1;
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let tree = BVH {
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nodes,
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bvh_nodes,
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root_node_index,
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nodes_used,
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};
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// Get the root node and assign it to index 0
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let mut root = &bvh_nodes[root_node_index];
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(root.l_idx, root.r_idx) = (0, 0); //Root node has no children to begin with
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(root.first_prim, root.prim_count) = (0, n); //Make root include all n nodes
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tree.update_bvh_node_aabb(root_node_index); //Fit the root nodes AABB
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tree.subdivide(root_node_index);
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tree
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}
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// Will update the node's AABB at bvh[index]
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fn update_bvh_node_aabb(&mut self, index: usize) {
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// We will make his node bound all its primitives
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let bvh_node = &self.bvh_nodes[index]; //Get the BVHNode we are working
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let bvh_node_aabb = AABB::empty(); //Create the BVHNode's AABB
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let start_index = bvh_node.first_prim; //Start index of the first primitive the node contains
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let count = bvh_node.prim_count; //Number of primitives within the nodes aabb
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for i in 0..count {
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let primitive = &self.nodes[start_index + i].primitive; //Get the primitive from the Vec<Node>
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let node_aabb = primitive.get_aabb(); //Get the primitives aabb
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bvh_node_aabb.join_mut(&node_aabb); //Join it with the bvh_nodes aabb
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}
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}
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fn subdivide(&mut self, index: usize) {
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// Determine the axis and position of the split plane
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// Split the group of primitives in two halves using the split plane
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// Create child nodes for each half
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// Recurse into each of the child nodes.
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// Get information about the node we want to subdivide
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let bvh_node = &self.bvh_nodes[index]; //Get the BVHNode we are working
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/* ----------------- SUBDIVIDE BY CENTROID --------------------- */
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// let bvh_node_centroid_aabb = AABB::empty(); //Create the BVHNode's AABB
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// let start_index = bvh_node.first_prim; //Start index of the first primitive the node contains
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// let count = bvh_node.prim_count; //Number of primitives within the nodes aabb
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// for i in 0..count {
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// let primitive = &self.nodes[start_index + i].primitive; //Get the primitive from the Vec<Node>
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// let node_aabb_centroid = primitive.get_aabb().get_centroid(); //Get the primitives aabb centroid
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// bvh_node_centroid_aabb.grow_mut(&node_aabb_centroid); // Grow the aabb to include the all centroids
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// }
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/* ------------ SUBDIVIDE BY LONGEST AXIS ------------ */
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let (bln, trf) = (bvh_node.aabb.bln, bvh_node.aabb.trf);
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let extent = trf - bln;
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let axis = 0; // Assume that x is longest
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if extent.y > extent.x {
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axis = 1 // Split y if longer
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};
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if extent.z > extent[axis] {
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axis = 2 // Split z if loner
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};
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let split_pos = bln[axis] + extent[axis] * 0.5; //Final split along this axis
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//Perform a quicksort our nodes
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let i = bvh_node.first_prim;
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let j = i + bvh_node.prim_count - 1;
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while i <= j {
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let centroid = self.nodes[i].primitive.get_aabb().get_centroid();
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if centroid[axis] < split_pos {
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i += 1; //If it is on left split remain in place
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} else {
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self.nodes.swap(i, j); //Move to right split
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j -= 1;
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}
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}
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//Now we have two children, the lhs of the array is in the left split, and the rhs of the array is on the right split
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let left_count = i - bvh_node.first_prim; //Number of prims on lhs
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if left_count == 0 || left_count == bvh_node.prim_count {
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return; //If we have no more on the left, disregard
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}
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let l_idx = self.nodes_used; //Left child
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self.nodes_used += 1;
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let r_idx = self.nodes_used; //Right child
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self.nodes_used += 1;
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bvh_node.l_idx = l_idx;
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self.bvh_nodes[l_idx].first_prim = bvh_node.first_prim; //Set left split
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self.bvh_nodes[l_idx].prim_count = left_count; //We know this info from our quicksort
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self.bvh_nodes[r_idx].first_prim = i; //Set right split information
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self.bvh_nodes[r_idx].prim_count = bvh_node.prim_count - left_count;
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bvh_node.prim_count = 0;
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self.update_bvh_node_aabb(l_idx); //Update AABB for left of split
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self.update_bvh_node_aabb(r_idx); //Update AABB for right of split
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//Recurse
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self.subdivide(l_idx);
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self.subdivide(r_idx);
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}
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}
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