rtiow: BVHTriangles faster BVH traversal.
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@ -29,7 +29,7 @@ impl BVHNode {
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}
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}
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#[derive(PartialEq)]
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#[derive(Clone, PartialEq)]
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pub struct Triangle {
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centroid: Vec3,
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verts: [Vec3; 3],
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@ -170,10 +170,11 @@ where
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info!(" Predict: {}", bvh.bvh_nodes.capacity());
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info!(" Actual: {}", bvh.bvh_nodes.len());
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info!(
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" Savings: {}",
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" Savings: {} bytes",
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(bvh.bvh_nodes.capacity() - bvh.bvh_nodes.len()) * std::mem::size_of::<BVHNode>()
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);
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bvh.bvh_nodes.shrink_to_fit();
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//dbg!(&bvh);
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bvh
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}
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@ -315,56 +316,72 @@ where
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}
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}
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fn intersect_bvh(&self, r: Ray, node_idx: u32, t_min: f32, t_max: f32) -> Option<HitRecord> {
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// TODO(wathiede): visit nodes front to back and remove recursion.
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let node = &self.bvh_nodes[node_idx as usize];
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if !node.aabb.hit(r, t_min, t_max) {
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return None;
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}
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//dbg!(&self);
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fn intersect_bvh(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
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let mut node = &self.bvh_nodes[0];
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let mut stack = Vec::with_capacity(2);
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let mut nearest = None;
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loop {
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if node.is_leaf() {
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return self
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.triangles
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.iter()
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.map(|tri| {
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if let Some(RayTriangleResult { t, p }) = intersect_tri(r, tri) {
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// We don't support UV (yet?).
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let uv = (0.5, 0.5);
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let v0 = tri.verts[0];
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let v1 = tri.verts[1];
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let v2 = tri.verts[2];
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let v0v1 = v1 - v0;
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let v0v2 = v2 - v0;
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let normal = cross(v0v1, v0v2).unit_vector();
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//println!("hit triangle {tri:?}");
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Some(HitRecord {
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t,
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uv,
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p,
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normal,
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material: &self.material,
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})
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} else {
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None
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}
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})
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.filter_map(|hr| hr)
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let canditate = (node.left_first..(node.left_first + node.tri_count))
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// Map from idx to Triangle
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.map(|idx| &self.triangles[self.triangle_index[idx as usize]])
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// Try to hit all triangles for this node, filtering out misses.
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.filter_map(|tri| intersect_tri(r, &tri))
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// Find the nearest hit (if any).
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.min_by(|a, b| a.t.partial_cmp(&b.t).unwrap());
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// merge candidate with nearest.
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nearest = match (&canditate, &nearest) {
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(Some(_), None) => canditate,
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(None, Some(_)) => nearest,
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(Some(c), Some(n)) => {
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//info!("merging {c:#?} and {n:#?}");
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if c.t < n.t {
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canditate
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} else {
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let r1 = self.intersect_bvh(r, node.left_first, t_min, t_max);
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let r2 = self.intersect_bvh(r, node.left_first + 1, t_min, t_max);
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// Merge results, if both hit, take the one closest to the ray origin (smallest t
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// value).
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match (&r1, &r2) {
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(Some(_), None) => return r1,
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(None, Some(_)) => return r2,
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(None, None) => (),
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(Some(rp1), Some(rp2)) => return if rp1.t < rp2.t { r1 } else { r2 },
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nearest
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}
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}
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None
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(None, None) => None,
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};
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if stack.is_empty() {
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break;
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}
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node = stack.pop().unwrap();
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continue;
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}
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let child1 = &self.bvh_nodes[node.left_first as usize];
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let child2 = &self.bvh_nodes[node.left_first as usize + 1];
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let dist1 = child1.aabb.hit_distance(r, t_min, t_max);
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let dist2 = child2.aabb.hit_distance(r, t_min, t_max);
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// Swap c1/c2 & d1/d2 based on d1/d2.
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let (child1, child2, dist1, dist2) = match (dist1, dist2) {
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(Some(d1), Some(d2)) if d1 > d2 => (child2, child1, dist2, dist1),
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(None, Some(_)) => (child2, child1, dist2, dist1),
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_ => (child1, child2, dist1, dist2),
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};
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// dist1/child1 should now be the nearest hit.
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// If we missed dist1/child1, then we implicitly missed dist2/child2, so pop a child
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// from the stack or exit the function.
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if dist1.is_none() {
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if stack.is_empty() {
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break;
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}
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node = stack.pop().unwrap();
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} else {
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// We hit child1, so process it next.
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node = child1;
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// If we also hit child2 save it on the stack so we can process it later.
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if dist2.is_some() {
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stack.push(child2);
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}
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}
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}
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nearest
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.and_then(|rtr: RayTriangleResult| Some(rtr.hit_record_with_material(&self.material)))
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}
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}
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@ -426,6 +443,7 @@ fn intersect_tri(r: Ray, tri: &Triangle) -> Option<RayTriangleResult> {
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return Some(RayTriangleResult {
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t,
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p: r.point_at_parameter(t),
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tri: tri.clone(),
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});
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}
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None
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@ -436,7 +454,7 @@ where
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M: Material,
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{
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fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
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self.intersect_bvh(r, 0, t_min, t_max)
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self.intersect_bvh(r, t_min, t_max)
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}
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fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
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@ -444,9 +462,33 @@ where
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}
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}
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#[derive(Debug)]
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struct RayTriangleResult {
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t: f32,
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p: Vec3,
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tri: Triangle,
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}
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impl RayTriangleResult {
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fn hit_record_with_material<'m>(self, material: &'m dyn Material) -> HitRecord<'m> {
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// We don't support UV (yet?).
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let uv = (0.5, 0.5);
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let v0 = self.tri.verts[0];
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let v1 = self.tri.verts[1];
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let v2 = self.tri.verts[2];
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let v0v1 = v1 - v0;
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let v0v2 = v2 - v0;
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let normal = cross(v0v1, v0v2).unit_vector();
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//println!("hit triangle {tri:?}");
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HitRecord {
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t: self.t,
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uv,
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p: self.p,
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normal,
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material,
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}
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}
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}
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#[cfg(test)]
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@ -461,67 +503,13 @@ mod tests {
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texture::ConstantTexture,
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};
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use pretty_assertions::assert_eq;
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use proptest::prelude::*;
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use std::{
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io::{BufReader, Cursor},
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sync::Arc,
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};
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use stl::STL;
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/*
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#[test]
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fn build_bvh() {
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let stl_triangles: Vec<_> = (0..4)
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.flat_map(|y| {
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(0..2).map(move |x| {
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let x = x as f32;
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let y = y as f32;
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stl::Triangle {
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normal: [1., 0., 0.].into(),
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verts: [
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[2. * x + 0., 2. * y + 0., 0.].into(),
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[2. * x + 1., 2. * y + 0., 0.].into(),
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[2. * x + 1., 2. * y + 1., 0.].into(),
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],
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attr: 0,
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}
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})
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})
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.collect();
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let stl = STL {
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header: [0; 80],
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triangles: stl_triangles,
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};
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/*
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let mut bvh_triangles: Vec<_> = stl_triangles
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.iter()
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.map(|tri| {
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let div3 = 1. / 3.;
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let v0 = tri.verts[0];
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let v1 = tri.verts[1];
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let v2 = tri.verts[2];
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let centroid = (v0 + v1 + v2) * div3;
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Triangle {
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centroid,
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verts: tri.verts,
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}
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})
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.collect();
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bvh_triangles.sort_by(|a, b| a.centroid.y.partial_cmp(&b.centroid.y).unwrap());
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let material = Lambertian::new(ConstantTexture::new([0., 0., 0.]));
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let bvh_nodes = Default::default();
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let want = BVHTriangles {
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triangles: bvh_triangles,
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bvh_nodes,
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material,
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};
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*/
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let material = Lambertian::new(ConstantTexture::new([0., 0., 0.]));
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let bvh = BVHTriangles::new(&stl, material);
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dbg!(&bvh);
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assert_eq!(bvh.bvh_nodes.len(), 2 * bvh.triangles.len() - 2);
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}
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*/
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#[test]
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fn compare_cuboid() {
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let c = Cuboid::new(
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@ -579,7 +567,6 @@ mod tests {
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})
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})
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.collect();
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// These currently differ between STL and cuboid.
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if false {
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// Outward in at an angle.
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let sqrt2 = 2f32.sqrt();
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@ -591,8 +578,6 @@ mod tests {
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]);
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}
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// TODO(wathiede): proptest this, it's still not perfectly equal when rendering.
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for r in rays.into_iter() {
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let c_hit = c
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.hit(r, 0., f32::MAX)
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@ -616,4 +601,62 @@ mod tests {
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);
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}
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}
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proptest! {
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// TODO(wathiede): make this work.
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//#[test]
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fn compare_cuboid_proptest(
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ox in -20.0f32..40.0,
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oy in -20.0f32..40.0,
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oz in -20.0f32..40.0,
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dx in -1.0f32..1.0,
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dy in -1.0f32..1.0,
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dz in -1.0f32..1.0,
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) {
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let r = Ray::new([ox,oy,oz].into(), Vec3::new(dx, dy, dz).unit_vector(), 0.5);
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let c = Cuboid::new(
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[0., 0., 0.].into(),
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[20., 20., 20.].into(),
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Arc::new(Dielectric::new(1.5)),
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);
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let stl_cube = STL::parse(
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BufReader::new(Cursor::new(include_bytes!("../stls/cube.stl"))),
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false,
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)
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.expect("failed to parse cube");
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let s = BVHTriangles::new(
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&stl_cube,
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Dielectric::new(1.5),
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//Metal::new(Vec3::new(0.8, 0.8, 0.8), 0.2),
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//Lambertian::new(ConstantTexture::new(Vec3::new(1.0, 0.2, 0.2))),
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);
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let c_hit = c .hit(r, 0., f32::MAX);
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let s_hit = s .hit(r, 0., f32::MAX);
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match (c_hit, s_hit) {
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(Some(_), None)=>assert!(false, "hit cuboid but not STL"),
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(None, Some(_))=>assert!(false, "hit STL but not cuboid"),
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(Some(c_hit), Some(s_hit))=> {
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assert!(
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(c_hit.t - s_hit.t).abs() < 0.00001,
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"{r:?} [t] c_hit: {c_hit:#?}, s_hit: {s_hit:#?}"
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);
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// uv isn't valid for BVHTriangles.
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// assert_eq!( c_hit.uv, s_hit.uv, "{i}: [uv] c_hit: {c_hit:?}, s_hit: {s_hit:?}");
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assert_eq!(
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c_hit.p, s_hit.p,
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"{r:?}: [p] c_hit: {c_hit:#?}, s_hit: {s_hit:#?}"
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);
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assert_eq!(
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c_hit.normal, s_hit.normal,
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"{r:?}: [normal] c_hit: {c_hit:?}, s_hit: {s_hit:?}"
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);
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},
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// It's okay if they both miss.
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(None,None)=>(),
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}
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}
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}
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}
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