Пример #1
0
BVH::BVH(Shape** shapes, int num_shapes) {
    if (num_shapes == 1) {*this = BVH(shapes[0], shapes[0]);}
    else if (num_shapes == 2) {*this = BVH(shapes[0], shapes[1]);}
    
    //find midpoint of bbox to use as qsplit pivot
    bbox = shapes[0] -> boundingBox(0.0f, 0.0f);
    for (int i = 1; i < num_shapes; i++) {
        bbox = surround(bbox, shapes[i] -> boundingBox(0.0f, 0.0f));
    }
    Vector3 pivot = (bbox.max() + bbox.min()) / 2.0f;
    
    int midpt = QSplit::qsplit(shapes, num_shapes, pivot.x(), 0);
    
    //create new bounding volume
    left = buildBranch(shapes, midpt, 1);
    right = buildBranch(&shapes[midpt], num_shapes - midpt, 1);
}
Пример #2
0
void SceneData::refreshBVH()
{
    BVHItems objectItems;
    for ( koi::RenderablePtr object : m_renderables )
    {
        const Bounds3f &bounds = object->getWorldBounds();
        objectItems.push_back( BVHItem( bounds ) );
    }
    
    m_bvh = BVH( objectItems );
}