/* This file is part of Nori, a simple educational ray tracer Copyright (c) 2015 by Wenzel Jakob Nori is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License Version 3 as published by the Free Software Foundation. Nori is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #pragma once #include NORI_NAMESPACE_BEGIN static constexpr uint32_t MAX_TRIANGLES_PER_NODE = 15; static constexpr uint32_t MAX_RECURSION_DEPTH = 10; static constexpr uint32_t MAX_NUM_MESHES = 32; /** * \brief Acceleration data structure for ray intersection queries * * The current implementation falls back to a brute force loop * through the geometry. */ class Accel { struct Node { uint32_t num_triangles = 0; BoundingBox3f bbox; Node* next = nullptr; Node* child = nullptr; uint32_t* triangle_indices = nullptr; uint32_t* mesh_indices = nullptr; ~Node() { delete[] triangle_indices; delete[] mesh_indices; delete next; delete child; } }; public: ~Accel() { delete m_root; } /** * \brief Register a triangle mesh for inclusion in the acceleration * data structure * * This function can only be used before \ref build() is called */ void addMesh(Mesh *mesh); /// Build the acceleration data structure (currently a no-op) void build(); /// Return an axis-aligned box that bounds the scene const BoundingBox3f &getBoundingBox() const { return m_bbox; } /** * \brief Intersect a ray against all triangles stored in the scene and * return detailed intersection information * * \param ray * A 3-dimensional ray data structure with minimum/maximum extent * information * * \param its * A detailed intersection record, which will be filled by the * intersection query * * \param shadowRay * \c true if this is a shadow ray query, i.e. a query that only aims to * find out whether the ray is blocked or not without returning detailed * intersection information. * * \return \c true if an intersection was found */ bool rayIntersect(const Ray3f &ray, Intersection &its, bool shadowRay) const; private: Node* buildRecursive(const BoundingBox3f& bbox, std::vector& triangle_indices, std::vector& mesh_indices, uint32_t recursion_depth); bool traverseRecursive(const Node& node, Ray3f &ray, Intersection &its, bool shadowRay, uint32_t& hit_idx) const; static void subdivideBBox(const BoundingBox3f& parent, BoundingBox3f* bboxes); Mesh* m_meshes[MAX_NUM_MESHES]; ///< Meshes (up to MAX_NUM_MESHES meshes) BoundingBox3f m_bbox; ///< Bounding box of the entire scene Node* m_root = nullptr; ///< Root node of Octree uint32_t m_num_meshes = 0; ///< number of meshes in accel // only statistics uint32_t m_num_nonempty_leaf_nodes = 0; uint32_t m_num_leaf_nodes = 0; uint32_t m_num_nodes = 0; uint32_t m_recursion_depth = 0; uint32_t m_num_triangles_saved = 0; }; NORI_NAMESPACE_END