the tools to get the job done
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13
src/aabb.rs
13
src/aabb.rs
@ -13,6 +13,12 @@ pub struct Aabb {
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pub max: glam::Vec3,
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}
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impl Default for Aabb {
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fn default() -> Self {
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Aabb::new()
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}
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}
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impl Aabb {
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const VERTEX_DATA: [glam::Vec3; 8] = [
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glam::vec3(1., -1., -1.),
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@ -37,6 +43,13 @@ impl Aabb {
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self.min=self.min.min(aabb.min);
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self.max=self.max.max(aabb.max);
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}
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pub fn inflate(&mut self, hs:glam::Vec3){
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self.min-=hs;
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self.max+=hs;
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}
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pub fn intersects(&self,aabb:&Aabb)->bool{
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(self.min.cmplt(aabb.max)&aabb.min.cmplt(self.max)).all()
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}
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pub fn normal(face:AabbFace) -> glam::Vec3 {
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match face {
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AabbFace::Right => glam::vec3(1.,0.,0.),
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15
src/bvh.rs
15
src/bvh.rs
@ -9,13 +9,26 @@ use crate::aabb::Aabb;
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//start with bisection into octrees because a bad bvh is still 1000x better than no bvh
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//sort the centerpoints on each axis (3 lists)
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//bv is put into octant based on whether it is upper or lower in each list
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#[derive(Default)]
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pub struct BvhNode{
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children:Vec<Self>,
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models:Vec<u32>,
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aabb:Aabb,
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}
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impl BvhNode{
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pub fn the_tester<F:FnMut(u32)>(&self,aabb:&Aabb,f:&mut F){
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for &model in &self.models{
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f(model);
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}
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for child in &self.children{
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if aabb.intersects(&child.aabb){
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child.the_tester(aabb,f);
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}
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}
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}
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}
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pub fn generate_bvh(boxen:Vec<Aabb>)->BvhNode{
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generate_bvh_node(boxen.into_iter().enumerate().collect())
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}
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