1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519
//! This module exports methods to flatten the `BVH` and traverse it iteratively. use aabb::AABB; use bvh::{BVH, BVHNode}; use ray::Ray; /// A structure of a node of a flat [`BVH`]. The structure of the nodes allows for an /// iterative traversal approach without the necessity to maintain a stack or queue. /// /// [`BVH`]: struct.BVH.html /// pub struct FlatNode { /// The [`AABB`] of the [`BVH`] node. Prior to testing the [`AABB`] bounds, /// the `entry_index` must be checked. In case the entry_index is [`u32::max_value()`], /// the [`AABB`] is undefined. /// /// [`AABB`]: ../aabb/struct.AABB.html /// [`BVH`]: struct.BVH.html /// [`u32::max_value()`]: https://doc.rust-lang.org/std/u32/constant.MAX.html /// aabb: AABB, /// The index of the `FlatNode` to jump to, if the [`AABB`] test is positive. /// If this value is [`u32::max_value()`] then the current node is a leaf node. /// Leaf nodes contain a shape index and an exit index. In leaf nodes the /// [`AABB`] is undefined. /// /// [`AABB`]: ../aabb/struct.AABB.html /// [`u32::max_value()`]: https://doc.rust-lang.org/std/u32/constant.MAX.html /// entry_index: u32, /// The index of the `FlatNode` to jump to, if the [`AABB`] test is negative. /// /// [`AABB`]: ../aabb/struct.AABB.html /// exit_index: u32, /// The index of the shape in the shapes array. shape_index: u32, } /// Prints a textual representation of a flat [`BVH`]. /// /// [`BVH`]: struct.BVH.html /// pub fn pretty_print_flat_bvh(flat_nodes: &[FlatNode]) { for (i, node) in flat_nodes.iter().enumerate() { println!("{}\tentry {}\texit {}\tshape {}", i, node.entry_index, node.exit_index, node.shape_index); } } /// Traverses a flat [`BVH`] structure iteratively. /// Returns a [`Vec`] of indices which are hit by `ray` with a high probability. /// /// [`Vec`]: https://doc.rust-lang.org/std/vec/struct.Vec.html /// [`BVH`]: struct.BVH.html /// /// # Examples /// /// ``` /// use bvh::aabb::{AABB, Bounded}; /// use bvh::bvh::BVH; /// use bvh::flat_bvh::traverse_flat_bvh; /// use bvh::nalgebra::{Point3, Vector3}; /// use bvh::ray::Ray; /// /// # struct Sphere { /// # position: Point3<f32>, /// # radius: f32, /// # } /// # /// # impl Bounded for Sphere { /// # fn aabb(&self) -> AABB { /// # let half_size = Vector3::new(self.radius, self.radius, self.radius); /// # let min = self.position - half_size; /// # let max = self.position + half_size; /// # AABB::with_bounds(min, max) /// # } /// # } /// # /// # fn create_bounded_shapes() -> Vec<Sphere> { /// # let mut spheres = Vec::new(); /// # for i in 0..1000u32 { /// # let position = Point3::new(i as f32, i as f32, i as f32); /// # let radius = (i % 10) as f32 + 1.0; /// # spheres.push(Sphere { /// # position: position, /// # radius: radius, /// # }); /// # } /// # spheres /// # } /// # /// let origin = Point3::new(0.0,0.0,0.0); /// let direction = Vector3::new(1.0,0.0,0.0); /// let ray = Ray::new(origin, direction); /// let shapes = create_bounded_shapes(); /// let bvh = BVH::build(&shapes); /// let flat_bvh = bvh.flatten(); /// let hit_shape_indices = traverse_flat_bvh(&ray, &flat_bvh); /// ``` pub fn traverse_flat_bvh(ray: &Ray, flat_nodes: &[FlatNode]) -> Vec<usize> { let mut hit_shapes = Vec::new(); let mut index = 0; // The traversal loop should terminate when `max_length` is set as the next node index let max_length = flat_nodes.len(); // Iterate while the node index is valid while index < max_length { let node = &flat_nodes[index]; if node.entry_index == u32::max_value() { // If the entry_index is MAX_UINT32, then it's a leaf node let shape_index = node.shape_index; hit_shapes.push(shape_index as usize); // Exit the current node index = node.exit_index as usize; } else if ray.intersects_aabb(&node.aabb) { // If entry_index is not MAX_UINT32 and the AABB test passes, then // proceed to the node in entry_index (which goes down the bvh branch) index = node.entry_index as usize; } else { // If entry_index is not MAX_UINT32 and the AABB test fails, then // proceed to the node in exit_index (which defines the next untested partition) index = node.exit_index as usize; } } hit_shapes } impl BVHNode { /// Flattens the [`BVH`], so that it can be traversed in an iterative manner. /// The iterative traverse procedure is implemented in [`traverse_flat_bvh()`]. /// /// [`BVH`]: struct.BVH.html /// [`traverse_flat_bvh()`]: method.traverse_flat_bvh.html /// pub fn flatten(&self, vec: &mut Vec<FlatNode>, next_free: usize) -> usize { match *self { BVHNode::Node { child_l_aabb, ref child_l, child_r_aabb, ref child_r } => { // Create the enclosing node for the left subtree vec.push(FlatNode { aabb: child_l_aabb, entry_index: (next_free + 1) as u32, exit_index: 0, shape_index: u32::max_value(), }); // Create the flat left subtree and update the exit index in the enclosing node let index_after_child_l = child_l.flatten(vec, next_free + 1); vec[next_free as usize].exit_index = index_after_child_l as u32; // Create the enclosing node for the right subtree vec.push(FlatNode { aabb: child_r_aabb, entry_index: (index_after_child_l + 1) as u32, exit_index: 0, shape_index: u32::max_value(), }); // Create the flat right subtree and update the exit index in the enclosing node let index_after_child_r = child_r.flatten(vec, index_after_child_l + 1); vec[index_after_child_l as usize].exit_index = index_after_child_r as u32; index_after_child_r } BVHNode::Leaf { ref shapes } => { let mut next_shape = next_free; // Create a node for each shape of a leaf for shape_index in shapes { next_shape += 1; // Create the flat leaf node vec.push(FlatNode { aabb: AABB::empty(), entry_index: u32::max_value(), exit_index: next_shape as u32, shape_index: *shape_index as u32, }); } next_shape } } } /// Creates a flat node from a BVH inner node and its AABB. Returns the next free index. /// TODO: change the algorithm which pushes `FlatNode`s to a vector to not use indices this /// much. Implement an algorithm which writes directly to a writable slice. fn create_flat_branch<F, FNodeType>(&self, this_aabb: &AABB, vec: &mut Vec<FNodeType>, next_free: usize, constructor: &F) -> usize where F: Fn(&AABB, u32, u32, u32) -> FNodeType { // Create dummy node let dummy = constructor(&AABB::empty(), 0, 0, 0); vec.push(dummy); assert!(vec.len() - 1 == next_free); // Create subtree let index_after_subtree = self.flatten_custom(vec, next_free + 1, constructor); // Replace dummy node by actual node with the entry index pointing to the subtree // and the exit index pointing to the next node after the subtree let navigator_node = constructor(this_aabb, (next_free + 1) as u32, index_after_subtree as u32, u32::max_value()); vec[next_free] = navigator_node; index_after_subtree } /// Flattens the [`BVH`], so that it can be traversed in an iterative manner. /// The iterative traverse procedure is implemented in [`traverse_flat_bvh`]. /// This method constructs custom flat nodes using the `constructor`. /// /// [`BVH`]: struct.BVH.html /// [`traverse_flat_bvh`]: method.traverse_flat_bvh.html /// pub fn flatten_custom<F, FNodeType>(&self, vec: &mut Vec<FNodeType>, next_free: usize, constructor: &F) -> usize where F: Fn(&AABB, u32, u32, u32) -> FNodeType { match *self { BVHNode::Node { ref child_l_aabb, ref child_l, ref child_r_aabb, ref child_r } => { let index_after_child_l = child_l.create_flat_branch(child_l_aabb, vec, next_free, constructor); child_r.create_flat_branch(child_r_aabb, vec, index_after_child_l, constructor) } BVHNode::Leaf { ref shapes } => { let mut next_shape = next_free; for shape_index in shapes { next_shape += 1; let leaf_node = constructor(&AABB::empty(), u32::max_value(), next_shape as u32, *shape_index as u32); vec.push(leaf_node); } next_shape } } } } impl BVH { /// Flattens the [`BVH`] so that it can be traversed iteratively. /// /// [`BVH`]: struct.BVH.html /// /// # Examples /// /// ``` /// use bvh::aabb::{AABB, Bounded}; /// use bvh::bvh::BVH; /// use bvh::nalgebra::{Point3, Vector3}; /// use bvh::ray::Ray; /// /// # struct Sphere { /// # position: Point3<f32>, /// # radius: f32, /// # } /// # /// # impl Bounded for Sphere { /// # fn aabb(&self) -> AABB { /// # let half_size = Vector3::new(self.radius, self.radius, self.radius); /// # let min = self.position - half_size; /// # let max = self.position + half_size; /// # AABB::with_bounds(min, max) /// # } /// # } /// # /// # fn create_bounded_shapes() -> Vec<Sphere> { /// # let mut spheres = Vec::new(); /// # for i in 0..1000u32 { /// # let position = Point3::new(i as f32, i as f32, i as f32); /// # let radius = (i % 10) as f32 + 1.0; /// # spheres.push(Sphere { /// # position: position, /// # radius: radius, /// # }); /// # } /// # spheres /// # } /// # /// let origin = Point3::new(0.0,0.0,0.0); /// let direction = Vector3::new(1.0,0.0,0.0); /// let ray = Ray::new(origin, direction); /// let shapes = create_bounded_shapes(); /// let bvh = BVH::build(&shapes); /// let flat_bvh = bvh.flatten(); /// ``` pub fn flatten(&self) -> Vec<FlatNode> { let mut vec = Vec::new(); self.root.flatten(&mut vec, 0); vec } /// Flattens the [`BVH`] so that it can be traversed iteratively. /// Constructs the flat nodes using the supplied function. /// This function can be used, when the flat bvh nodes should be of some particular /// non-default structure. /// The `constructor` is fed the following arguments in this order: /// /// 1.0 &AABB: The enclosing `AABB` /// 2.0 u32: The index of the nested node /// 3.0 u32: The exit index /// 4.0 u32: The shape index /// /// [`BVH`]: struct.BVH.html /// /// # Examples /// /// ``` /// use bvh::aabb::{AABB, Bounded}; /// use bvh::bvh::BVH; /// use bvh::nalgebra::{Point3, Vector3}; /// use bvh::ray::Ray; /// /// # struct Sphere { /// # position: Point3<f32>, /// # radius: f32, /// # } /// # /// # impl Bounded for Sphere { /// # fn aabb(&self) -> AABB { /// # let half_size = Vector3::new(self.radius, self.radius, self.radius); /// # let min = self.position - half_size; /// # let max = self.position + half_size; /// # AABB::with_bounds(min, max) /// # } /// # } /// # /// # fn create_bounded_shapes() -> Vec<Sphere> { /// # let mut spheres = Vec::new(); /// # for i in 0..1000u32 { /// # let position = Point3::new(i as f32, i as f32, i as f32); /// # let radius = (i % 10) as f32 + 1.0; /// # spheres.push(Sphere { /// # position: position, /// # radius: radius, /// # }); /// # } /// # spheres /// # } /// # /// struct CustomStruct { /// aabb: AABB, /// entry_index: u32, /// exit_index: u32, /// shape_index: u32, /// } /// /// fn custom_struct_constructor(aabb: &AABB, /// entry_index: u32, /// exit_index: u32, /// shape_index: u32) /// -> CustomStruct { /// CustomStruct { /// aabb: *aabb, /// entry_index: entry_index, /// exit_index: exit_index, /// shape_index: shape_index, /// } /// } /// /// let shapes = create_bounded_shapes(); /// let bvh = BVH::build(&shapes); /// let custom_flat_bvh = bvh.flatten_custom(&custom_struct_constructor); /// ``` pub fn flatten_custom<F, FNodeType>(&self, constructor: &F) -> Vec<FNodeType> where F: Fn(&AABB, u32, u32, u32) -> FNodeType { let mut vec = Vec::new(); self.root.flatten_custom(&mut vec, 0, constructor); vec } } #[cfg(test)] mod tests { use aabb::{AABB, Bounded}; use bvh::BVH; use bvh::tests::{XBox, build_some_bvh, create_n_cubes, create_ray}; use flat_bvh::{traverse_flat_bvh, FlatNode}; use nalgebra::{Point3, Vector3}; use ray::Ray; #[test] /// Builds and flattens a BVH. Tests whether the `flatten` procedure succeeds. fn test_flatten() { let (_, bvh) = build_some_bvh(); bvh.flatten(); } #[test] /// Runs some primitive tests for intersections of a ray with /// a fixed scene given as a flat BVH. fn test_traverse_flat_bvh() { let (shapes, bvh) = build_some_bvh(); let flat_bvh = bvh.flatten(); fn test_ray(ray: &Ray, flat_bvh: &[FlatNode], shapes: &[XBox]) -> Vec<usize> { let hit_shapes = traverse_flat_bvh(ray, flat_bvh); for (index, shape) in shapes.iter().enumerate() { if !hit_shapes.contains(&index) { assert!(!ray.intersects_aabb(&shape.aabb())); } } hit_shapes } // Define a ray which traverses the x-axis from afar let position_1 = Point3::new(-1000.0, 0.0, 0.0); let direction_1 = Vector3::new(1.0, 0.0, 0.0); let ray_1 = Ray::new(position_1, direction_1); let hit_shapes_1 = test_ray(&ray_1, &flat_bvh, &shapes); for i in 0..21 { assert!(hit_shapes_1.contains(&i)); } // Define a ray which traverses the y-axis from afar let position_2 = Point3::new(1.0, -1000.0, 0.0); let direction_2 = Vector3::new(0.0, 1.0, 0.0); let ray_2 = Ray::new(position_2, direction_2); let hit_shapes_2 = test_ray(&ray_2, &flat_bvh, &shapes); assert!(hit_shapes_2.contains(&11)); // Define a ray which intersects the x-axis diagonally let position_3 = Point3::new(6.0, 0.5, 0.0); let direction_3 = Vector3::new(-2.0, -1.0, 0.0); let ray_3 = Ray::new(position_3, direction_3); let hit_shapes_3 = test_ray(&ray_3, &flat_bvh, &shapes); assert!(hit_shapes_3.contains(&15)); assert!(hit_shapes_3.contains(&16)); assert!(hit_shapes_3.contains(&17)); } #[test] /// Test whether the `flatten_custom` produces a flat `BVH` with the same relative structure /// as `flatten`. fn test_compare_default_and_custom_flat_bvh() { fn custom_constructor(aabb: &AABB, entry_index: u32, exit_index: u32, shape_index: u32) -> FlatNode { FlatNode { aabb: *aabb, entry_index: entry_index, exit_index: exit_index, shape_index: shape_index, } } // Generate a BVH and flatten it defaultly, and using a custom constructor let triangles = create_n_cubes(1_000); let bvh = BVH::build(&triangles); let flat_bvh = bvh.flatten(); let flat_bvh_custom = bvh.flatten_custom(&custom_constructor); // It should produce the same structure in both cases for (default_node, custom_node) in flat_bvh.iter().zip(flat_bvh_custom.iter()) { assert_eq!(default_node.entry_index, custom_node.entry_index); assert_eq!(default_node.exit_index, custom_node.exit_index); assert_eq!(default_node.shape_index, custom_node.shape_index); } } #[bench] /// Benchmark the flattening of a BVH with 120,000 triangles. fn bench_flatten_120k_triangles_bvh(b: &mut ::test::Bencher) { let triangles = create_n_cubes(10_000); let bvh = BVH::build(&triangles); b.iter(|| { bvh.flatten(); }); } #[bench] /// Benchmark intersecting 120,000 triangles using the recursive BVH. fn bench_intersect_120k_triangles_bvh_flat(b: &mut ::test::Bencher) { let triangles = create_n_cubes(10_000); let bvh = BVH::build(&triangles); let flat_bvh = bvh.flatten(); let mut seed = 0; b.iter(|| { let ray = create_ray(&mut seed); // Traverse the flat BVH let hits = traverse_flat_bvh(&ray, &flat_bvh); // Traverse the resulting list of positive AABB tests for index in &hits { let triangle = &triangles[*index]; ray.intersects_triangle(&triangle.a, &triangle.b, &triangle.c); } }); } }