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authorMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
commit342403a02f8063903d0f38327430721d4d0ae331 (patch)
tree29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/src/bvh.h
parentFix parenthesis (diff)
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-rw-r--r--dev/MinGfx/src/bvh.h212
1 files changed, 106 insertions, 106 deletions
diff --git a/dev/MinGfx/src/bvh.h b/dev/MinGfx/src/bvh.h
index 46b15ce..b14ce2e 100644
--- a/dev/MinGfx/src/bvh.h
+++ b/dev/MinGfx/src/bvh.h
@@ -1,106 +1,106 @@
-/*
- This file is part of the MinGfx Project.
-
- Copyright (c) 2017,2018 Regents of the University of Minnesota.
- All Rights Reserved.
-
- Original Author(s) of this File:
- David Schroeder, 2010-ish, University of Minnesota
-
- Author(s) of Significant Updates/Modifications to the File:
- Dan Keefe, 2018, University of Minnesota
- ...
- */
-
-#ifndef SRC_BVH_H_
-#define SRC_BVH_H_
-
-#include "aabb.h"
-#include "point3.h"
-
-
-namespace mingfx {
-
-// forward declarations
-class Mesh;
-class Ray;
-
-
-/** A Bounding Volume Hierarchy (BVH) data structure that can be used to
- accelerate ray-object intersection tests by carving up space into a hierarchy
- of partitions represented in a tree. Each node of the tree is represented
- as an AABB (Axis-Aligned Bounding Box) that contains all of the nodes under it.
- Different objects can be stored inside each bounding box. For example, when
- a BVH is created for a mesh, each leaf node can contain a AABB that contains
- just a single triangle. Or, when a BVH is created for an entire scene, you
- could have each leaf node contain an entire mesh or other object within the
- scene. In each case, use AABB's set_user_data() and user_data() methods to
- store a handle for whetever you want to store inside the nodes.
- */
-class BVH {
-public:
- /// Initializes the class with an empty hierarchy.
- BVH();
-
- virtual ~BVH();
-
- /** Creates a bounding volume hierarchy where each leaf node contains a single
- triangle from the mesh. For leaf nodes, the triangle index can be retrieved
- with:
- ~~~
- int tri_id = leafnode->box.user_data();
- ~~~
- The user_data will be -1 for non-leaf nodes. Once the structure has been
- created, it can be used to perform fast ray-mesh intersection tests. See
- Ray::FastIntersectMesh().
- */
- void CreateFromMesh(const Mesh &mesh);
-
-
- /** Creates a BVH where each leaf node contains one of the boxes passed in
- to the function.
- */
- void CreateFromListOfBoxes(const std::vector<AABB> &boxes);
-
-
- /** Traverse the BVH to find leaf nodes whose AABBs are intersected by the
- ray. These are candidates to test more thoroughly using whatever ray-object
- intersection test is appropriate for the objects stored inside the AABB.
- This routine returns the user_data for each AABB leaf node. In the case of
- a BVH created using CreateFromMesh, this means it stores the indices to
- the mesh triangles that should be tested for ray-triangle intersection.
- */
- std::vector<int> IntersectAndReturnUserData(const Ray &r) const;
-
-
-private:
-
- // Simple internal data structure for storing each node of the BVH tree.
- class Node {
- public:
- Node() : child1(NULL), child2(NULL) {}
-
- // Links to children
- Node *child1;
- Node *child2;
-
- // Contains all geometry below this node.
- AABB box;
- };
-
-
- // for now, the copy constructor is private so no copies are allowed.
- // eventually, this would be good to implement and then it can be made public.
- BVH(const BVH &other);
-
- void BuildHierarchyRecursive(Node *node, std::vector<AABB> boxes);
- void IntersectRecursive(const Ray &r, Node *node, std::vector<int> *data_list) const;
- void FreeNodeRecursive(Node* node);
-
- Node* root_;
-};
-
-
-} // end namespace
-
-#endif
+/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ David Schroeder, 2010-ish, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ Dan Keefe, 2018, University of Minnesota
+ ...
+ */
+
+#ifndef SRC_BVH_H_
+#define SRC_BVH_H_
+
+#include "aabb.h"
+#include "point3.h"
+
+
+namespace mingfx {
+
+// forward declarations
+class Mesh;
+class Ray;
+
+
+/** A Bounding Volume Hierarchy (BVH) data structure that can be used to
+ accelerate ray-object intersection tests by carving up space into a hierarchy
+ of partitions represented in a tree. Each node of the tree is represented
+ as an AABB (Axis-Aligned Bounding Box) that contains all of the nodes under it.
+ Different objects can be stored inside each bounding box. For example, when
+ a BVH is created for a mesh, each leaf node can contain a AABB that contains
+ just a single triangle. Or, when a BVH is created for an entire scene, you
+ could have each leaf node contain an entire mesh or other object within the
+ scene. In each case, use AABB's set_user_data() and user_data() methods to
+ store a handle for whetever you want to store inside the nodes.
+ */
+class BVH {
+public:
+ /// Initializes the class with an empty hierarchy.
+ BVH();
+
+ virtual ~BVH();
+
+ /** Creates a bounding volume hierarchy where each leaf node contains a single
+ triangle from the mesh. For leaf nodes, the triangle index can be retrieved
+ with:
+ ~~~
+ int tri_id = leafnode->box.user_data();
+ ~~~
+ The user_data will be -1 for non-leaf nodes. Once the structure has been
+ created, it can be used to perform fast ray-mesh intersection tests. See
+ Ray::FastIntersectMesh().
+ */
+ void CreateFromMesh(const Mesh &mesh);
+
+
+ /** Creates a BVH where each leaf node contains one of the boxes passed in
+ to the function.
+ */
+ void CreateFromListOfBoxes(const std::vector<AABB> &boxes);
+
+
+ /** Traverse the BVH to find leaf nodes whose AABBs are intersected by the
+ ray. These are candidates to test more thoroughly using whatever ray-object
+ intersection test is appropriate for the objects stored inside the AABB.
+ This routine returns the user_data for each AABB leaf node. In the case of
+ a BVH created using CreateFromMesh, this means it stores the indices to
+ the mesh triangles that should be tested for ray-triangle intersection.
+ */
+ std::vector<int> IntersectAndReturnUserData(const Ray &r) const;
+
+
+private:
+
+ // Simple internal data structure for storing each node of the BVH tree.
+ class Node {
+ public:
+ Node() : child1(NULL), child2(NULL) {}
+
+ // Links to children
+ Node *child1;
+ Node *child2;
+
+ // Contains all geometry below this node.
+ AABB box;
+ };
+
+
+ // for now, the copy constructor is private so no copies are allowed.
+ // eventually, this would be good to implement and then it can be made public.
+ BVH(const BVH &other);
+
+ void BuildHierarchyRecursive(Node *node, std::vector<AABB> boxes);
+ void IntersectRecursive(const Ray &r, Node *node, std::vector<int> *data_list) const;
+ void FreeNodeRecursive(Node* node);
+
+ Node* root_;
+};
+
+
+} // end namespace
+
+#endif