53 lines
1.5 KiB
C++
53 lines
1.5 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 <util/std.h>
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#include <types.h>
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// A currently pure header implementation of a BVH. TODO: make source file.
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// this is also for testing and might not make it into the step 2.
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namespace Raytracing {
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class BVHNode {
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private:
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void* obj;
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AABB aabb;
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BVHNode* left;
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BVHNode* right;
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public:
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BVHNode(void* obj, AABB aabb, BVHNode* left, BVHNode* right): obj(obj), aabb(std::move(aabb)), left(left), right(right) {}
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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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public:
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explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
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// create a volume for the entire world.
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AABB world;
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for (const auto& obj : objectsInWorld)
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if (!obj->getAABB().isEmpty())
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world.expand(obj->getAABB());
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// world sized bvh node isn't associated with a specific object
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// only leafs should be non-null, and we might need to change it to a vector.
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root = new BVHNode(nullptr, world, nullptr, nullptr);
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}
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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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#endif //STEP_2_BVH_H
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