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RayTracer/src/scene/BVH.cpp
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2025-01-23 17:19:53 +01:00
#include "BVH.h"
#include <list>
void BVH::addModel(PModel model) { models.push_back(std::move(model)); }
void BVH::addModels(std::vector<PModel> _models)
{
for (int i = 0; i < _models.size(); ++i)
{
models.push_back(std::move(_models[i]));
}
}
void BVH::generate()
{
std::vector<PNode> pendingNodes;
while (!models.empty())
{
pendingNodes.push_back(std::make_unique<Node>(std::move(models.back())));
models.pop_back();
}
while (pendingNodes.size() > 1)
{
int lhs = pendingNodes.size();
int rhs = pendingNodes.size();
float minSurface = std::numeric_limits<float>::max();
for (int i = 0; i < pendingNodes.size(); ++i)
{
for (int j = 0; j < pendingNodes.size(); ++j)
{
if (i == j)
continue;
AABB combined = AABB::combine(pendingNodes[i]->aabb, pendingNodes[j]->aabb);
float surface = combined.surfaceArea();
if (minSurface > surface)
{
lhs = i;
rhs = j;
minSurface = surface;
}
}
}
PNode newNode = std::make_unique<Node>(AABB::combine(pendingNodes[lhs]->aabb, pendingNodes[rhs]->aabb));
newNode->left = std::move(pendingNodes[lhs]);
newNode->right = std::move(pendingNodes[rhs]);
pendingNodes.erase(pendingNodes.begin() + lhs);
pendingNodes.erase(pendingNodes.begin() + rhs);
pendingNodes.push_back(std::move(newNode));
}
hierarchy = std::move(pendingNodes[0]);
}