236 lines
8.0 KiB
C++
236 lines
8.0 KiB
C++
/*
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* Created by Brett Terpstra 6920201 on 17/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*/
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#ifndef STEP_2_BVH_H
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#define STEP_2_BVH_H
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#include "engine/util/std.h"
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#include "engine/types.h"
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#include "engine/util/models.h"
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#include <config.h>
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#ifdef COMPILE_GUI
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#include <graphics/gl/gl.h>
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#include <graphics/imgui/imgui.h>
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#endif
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#include <utility>
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namespace Raytracing {
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#ifdef COMPILE_GUI
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extern std::shared_ptr<VAO> aabbVAO;
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extern int count;
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extern int selected;
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#endif
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struct BVHObject {
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Object* ptr = nullptr;
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AABB aabb;
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};
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struct BVHPartitionedSpace {
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// corresponds to the AABB pair used to generate the partitioned space
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std::vector<BVHObject> left;
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std::vector<BVHObject> right;
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};
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inline bool operator==(const BVHPartitionedSpace& left, const BVHPartitionedSpace& right) {
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// sometimes the partition function creates spaces with the same objects, which leads to infinite recursion.
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// We can check if the spaces are equal and change the strategy used to split the AABB.
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// and if that fails we can use this to just end the recursion.
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if (left.left.size() != right.left.size() || left.right.size() != right.right.size())
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return false;
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for (int i = 0; i < left.left.size(); i++) {
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if (left.left[i].aabb != right.left[i].aabb)
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return false;
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}
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for (int i = 0; i < left.right.size(); i++) {
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if (left.right[i].aabb != right.right[i].aabb)
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return false;
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}
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return true;
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}
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struct BVHNode {
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public:
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struct BVHHitData {
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BVHNode* ptr{};
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AABBHitData data{};
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bool hit = false;
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};
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std::vector<BVHObject> objs;
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AABB aabb;
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BVHNode* left;
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BVHNode* right;
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// debug ints.
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int index, hit = 0;
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BVHNode(std::vector<BVHObject> objs, AABB aabb, BVHNode* left, BVHNode* right): objs(std::move(objs)), aabb(std::move(aabb)),
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left(left), right(right) {
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#ifdef COMPILE_GUI
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index = count++;
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#endif
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}
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~BVHNode() {
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delete (left);
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delete (right);
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}
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};
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class BVHTree {
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private:
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BVHNode* root = nullptr;
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/**
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* partition the objects to each AABB based on if they intersect with or not. if intersects both left will be preferred.
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*/
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static BVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<BVHObject>& objs);
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/**
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* Internal function to add objects to the correct BVH node. Creates the entire tree structure recursively. DO NOT USE.
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*/
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BVHNode* addObjectsRecursively(const std::vector<BVHObject>& objects, const BVHPartitionedSpace& prevSpace);
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/**
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* adds all the objects provided to the BVH, skipping objects which don't have proper AABBs
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*/
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void addObjects(const std::vector<Object*>& objects);
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public:
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std::vector<Object*> noAABBObjects;
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/**
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* creates the BVH using the provided objects, which should come from the world.
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* @param objectsInWorld objects from the world to create the BVH which
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*/
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explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
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addObjects(objectsInWorld);
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#ifdef COMPILE_GUI
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if (aabbVAO == nullptr) {
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// create a basic cube for displaying the AABBs when debugging
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auto aabbVertexData = Shapes::cubeVertexBuilder{};
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aabbVAO = std::make_shared<VAO>(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs);
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}
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#endif
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}
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/**
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* @return the root node of the BVH tree
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*/
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BVHNode* getRoot() { return root; }
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/**
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* @param ray ray to check intersection with
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* @param min min of the ray to check
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* @param max max of the ray to check
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* @return a list of objects which the ray might intersect with between min and max
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*/
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std::vector<BVHObject> rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
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~BVHTree() {
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delete (root);
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}
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};
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/**
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* Everything below this line is unused due to inconsistencies in performance. Some parts of the code may contain references to this
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* however the actual algorithm doesn't take into account BVHs at the object level.
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*/
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struct TriangleBVHObject {
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Vec4 position;
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std::shared_ptr<Triangle> tri;
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AABB aabb;
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};
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struct TriangleBVHPartitionedSpace {
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std::vector<TriangleBVHObject> left;
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std::vector<TriangleBVHObject> right;
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};
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inline bool operator==(const TriangleBVHPartitionedSpace& left, const TriangleBVHPartitionedSpace& right) {
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if (left.left.size() != right.left.size() || left.right.size() != right.right.size())
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return false;
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for (int i = 0; i < left.left.size(); i++) {
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if (!(left.left[i].aabb == right.left[i].aabb))
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return false;
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}
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for (int i = 0; i < left.right.size(); i++) {
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if (!(left.right[i].aabb == right.right[i].aabb))
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return false;
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}
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return true;
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}
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struct TriangleBVHNode {
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struct BVHHitData {
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TriangleBVHNode* ptr{};
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AABBHitData data{};
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bool hit = false;
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};
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std::vector<TriangleBVHObject> objs;
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AABB aabb;
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TriangleBVHNode* left;
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TriangleBVHNode* right;
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// debug ints.
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int index, hit = 0;
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BVHHitData firstHitRayIntersectTraversal(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max);
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TriangleBVHNode(std::vector<TriangleBVHObject> objs, AABB aabb, TriangleBVHNode* left, TriangleBVHNode* right)
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: objs(std::move(objs)), aabb(std::move(aabb)), left(left), right(right) {
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#ifdef COMPILE_GUI
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index = count++;
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#endif
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}
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~TriangleBVHNode() {
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delete (left);
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delete (right);
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}
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};
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class TriangleBVHTree {
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private:
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TriangleBVHNode* root = nullptr;
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static TriangleBVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<TriangleBVHObject>& objs);
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TriangleBVHNode* addObjectsRecursively(const std::vector<TriangleBVHObject>& objects, const TriangleBVHPartitionedSpace& prevSpace);
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public:
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int index;
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explicit TriangleBVHTree(const std::vector<TriangleBVHObject>& objectsInWorld) {
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addObjects(objectsInWorld);
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#ifdef COMPILE_GUI
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auto aabbVertexData = Shapes::cubeVertexBuilder{};
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if (aabbVAO == nullptr)
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aabbVAO = std::make_shared<VAO>(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs);
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index = count++;
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#endif
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}
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void addObjects(const std::vector<TriangleBVHObject>& objects);
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TriangleBVHNode* getRoot() { return root; }
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std::vector<TriangleBVHObject> rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
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std::vector<TriangleBVHObject> rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
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~TriangleBVHTree() {
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delete (root);
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}
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};
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}
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#endif //STEP_2_BVH_H
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