COSC-3P93-Project/Step 2/Submission/include/math/bvh.h

158 lines
7.0 KiB
C++

/*
* Created by Brett Terpstra 6920201 on 17/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_BVH_H
#define STEP_2_BVH_H
#include <util/std.h>
#include <types.h>
#include <utility>
// A currently pure header implementation of a BVH. TODO: make source file.
// this is also for testing and might not make it into the step 2.
namespace Raytracing {
struct BVHNode {
public:
std::vector<Object*> objs;
AABB aabb;
BVHNode* left;
BVHNode* right;
BVHNode(std::vector<Object*> objs, AABB aabb, BVHNode* left, BVHNode* right): objs(std::move(objs)), aabb(std::move(aabb)),
left(left), right(right) {}
~BVHNode() {
delete (left);
delete (right);
}
};
class BVHTree {
private:
const int MAX_TREE_DEPTH = 50;
BVHNode* root = nullptr;
void del() {
// delete copied objects
for (auto* obj : root->objs)
delete(obj);
delete (root);
}
// splits the objs in the vector based on the provided AABBs
static std::pair<std::vector<Object*>, std::vector<Object*>>
partition(const std::pair<AABB, AABB>& aabbs, const std::vector<Object*>& objs) {
std::vector<Object*> a1;
std::vector<Object*> a2;
for (auto* obj: objs) {
// if this object doesn't have an AABB, we cannot use a BVH on it
if (obj->getAABB().isEmpty()) {
throw std::runtime_error("Invalid AABB provided to the BVH! (Your implementation is flawed)");
}
if (obj->getAABB().intersects(aabbs.first)) {
a1.push_back(obj);
} else if (obj->getAABB().intersects(aabbs.second)) {
a2.push_back(obj);
}
//tlog << "OBJ: " << obj->getAABB() << " " << obj->getAABB().intersects(aabbs.first) << " " << obj->getAABB().intersects(aabbs.second) << " " << objs.size() << "\n";
}
//tlog << "we split into two of sizes: " << a1.size() << " " << a2.size() << " orig size: " << (a1.size() + a2.size()) << "\n";
return {a1, a2};
}
BVHNode* addObjectsRecur(const std::vector<Object*>& objects, unsigned long prevSize) {
//ilog << "size: " << objects.size() << "\n";
// prevSize was required to solve some really weird bugs
// which are a TODO:
if ((objects.size() <= 2 && !objects.empty()) || prevSize == objects.size()) {
AABB local;
for (const auto& obj: objects)
local = local.expand(obj->getAABB());
return new BVHNode(objects, local, nullptr, nullptr);
} else if (objects.empty()) // should never reach here!!
return nullptr;
// create a volume for the entire world.
// yes, we could use the recursion provided AABB,
// but that wouldn't be minimum, only half.
// this ensures that we have a minimum AABB.
AABB world;
for (const auto& obj: objects) {
//tlog << obj->getAABB();
world = world.expand(obj->getAABB());
}
//tlog << "\n";
// then split and partition the world
auto spltAABB = world.splitByLongestAxis();
//dlog << "We have " << world << " being split into: \n\t" << spltAABB.first << "\n\t" << spltAABB.second << "\n";
auto partitionedObjs = partition(spltAABB, objects);
BVHNode* left = nullptr;
BVHNode* right = nullptr;
// don't try to explore nodes which don't have anything in them.
if (!partitionedObjs.first.empty())
left = addObjectsRecur(partitionedObjs.first, objects.size());
if (!partitionedObjs.second.empty())
right = addObjectsRecur(partitionedObjs.second, objects.size());
return new BVHNode(objects, world, left, right);
}
static std::vector<Object*>
traverseFindRayIntersection(BVHNode* node, const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
// check for intersections on both sides of the tree
if (node->left != nullptr) {
if (node->left->aabb.intersects(ray, min, max))
return traverseFindRayIntersection(node->left, ray, min, max);
}
// since each aabb should be minimum, we shouldn't have to traverse both sides.
// we want to reduce our problem size by half each iteration anyways
// divide and conquer and so on
if (node->right != nullptr)
if (node->right->aabb.intersects(ray, min, max))
return traverseFindRayIntersection(node->left, ray, min, max);
// return the objects of the lowest BVH node we can find
// if this is implemented properly this should only contain one, maybe two objects
// which is much faster! (especially when dealing with triangles)
return node->objs;
}
public:
std::vector<Object*> noAABBObjects;
explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
addObjects(objectsInWorld);
}
void addObjects(const std::vector<Object*>& objects) {
if (root != nullptr)
del();
// move all the object's aabb's into world position
std::vector<Object*> objs;
for (auto* obj: objects) {
// we don't want to store all the AABBs which don't exist
// ie spheres
if (obj->getAABB().isEmpty()) {
//tlog << "Goodbye\n";
noAABBObjects.push_back(obj);
continue;
}
Object* objCopy = obj->clone();
objCopy->setAABB(obj->getAABB().translate(obj->getPosition()));
objs.push_back(objCopy);
}
root = addObjectsRecur(objs, -1);
}
std::vector<Object*> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
return traverseFindRayIntersection(root, ray, min, max);
}
~BVHTree() {
del();
}
};
}
#endif //STEP_2_BVH_H