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G3D::NativeTriTree Class Reference


Native C++ implementation of a static bounding interval hierarchy that is very good for box queries and OK for ray-triangle. More...

Inherits G3D::TriTreeBase.

Classes

class  Settings
 
class  Stats
 

Public Types

typedef unsigned int IntersectRayOptions
 Options for intersectRays. More...
 
enum  SplitAlgorithm {
  MEAN_EXTENT,
  MEDIAN_AREA,
  MEDIAN_COUNT,
  SAH
}
 

Public Member Functions

 NativeTriTree ()
 
 ~NativeTriTree ()
 
virtual const StringclassName () const override
 
virtual void clear () override
 
void draw (RenderDevice *rd, int level, bool showBoxes=true, int minNodeSize=0)
 Render the tree for debugging and visualization purposes. More...
 
virtual void intersectBox (const AABox &box, Array< Tri > &results) const override
 Returns all triangles that lie within the box. More...
 
shared_ptr< SurfelintersectRay (const Ray &ray) const
 Special single-ray CPU function for simplicity. More...
 
virtual bool intersectRay (const Ray &ray, Hit &hit, IntersectRayOptions options=IntersectRayOptions(0)) const=0
 Intersect a single ray. More...
 
shared_ptr< SurfelintersectRay (const Ray &ray) const
 Special single-ray CPU function for simplicity. More...
 
virtual bool intersectRay (const Ray &ray, Hit &hit, IntersectRayOptions options=IntersectRayOptions(0)) const override
 Intersect a single ray. More...
 
shared_ptr< SurfelintersectRay (const PrecomputedRay &ray, IntersectRayOptions options, const Vector3 &directiondX, const Vector3 &directiondY) const
 
bool intersectRay (const PrecomputedRay &ray, Hit &hit, IntersectRayOptions options=IntersectRayOptions(0)) const
 
virtual void intersectRays (const Array< Ray > &rays, Array< Hit > &results, IntersectRayOptions options=IntersectRayOptions(0)) const=0
 Batch ray casting. More...
 
virtual void intersectRays (const Array< Ray > &rays, Array< shared_ptr< Surfel >> &results, IntersectRayOptions options=IntersectRayOptions(0), const Array< float > &coneBuffer=Array< float >()) const=0
 Values in results will be reused if already allocated, which can increase performance. More...
 
virtual void intersectRays (const shared_ptr< Texture > &rayOrigin, const shared_ptr< Texture > &rayDirection, const shared_ptr< GBuffer > &results, IntersectRayOptions options=IntersectRayOptions(0), const shared_ptr< Texture > &rayCone=nullptr) const=0
 
virtual void intersectRays (const shared_ptr< GLPixelTransferBuffer > &rayOrigin, const shared_ptr< GLPixelTransferBuffer > &rayDirection, const shared_ptr< GLPixelTransferBuffer > results[5], IntersectRayOptions options=IntersectRayOptions(0), const shared_ptr< GLPixelTransferBuffer > &rayCone=nullptr, const int baseMipLevel=0, const Vector2int32 wavefrontDimensions=Vector2int32(-1,-1), const RenderMask renderMask=0xFFFFFFFF) const=0
 
virtual void intersectRays (const shared_ptr< Texture > &rayOrigin, const shared_ptr< Texture > &rayDirection, const shared_ptr< Texture > &booleanResults, IntersectRayOptions options=IntersectRayOptions(0)) const=0
 
virtual void intersectRays (const shared_ptr< GLPixelTransferBuffer > &rayOrigin, const shared_ptr< GLPixelTransferBuffer > &rayDirection, const shared_ptr< GLPixelTransferBuffer > &booleanResults, IntersectRayOptions options=IntersectRayOptions(0)) const=0
 
virtual void intersectRays (const Array< Ray > &rays, Array< bool > &results, IntersectRayOptions options=IntersectRayOptions(0)) const=0
 
virtual void intersectRays (const Array< Ray > &rays, Array< shared_ptr< Surfel >> &results, IntersectRayOptions options=IntersectRayOptions(0), const Array< float > &coneBuffer=Array< float >()) const override
 Values in results will be reused if already allocated, which can increase performance. More...
 
virtual void intersectRays (const shared_ptr< Texture > &rayOrigin, const shared_ptr< Texture > &rayDirection, const shared_ptr< GBuffer > &results, IntersectRayOptions options=IntersectRayOptions(0), const shared_ptr< Texture > &rayCone=nullptr) const override
 
virtual void intersectRays (const shared_ptr< GLPixelTransferBuffer > &rayOrigin, const shared_ptr< GLPixelTransferBuffer > &rayDirection, const shared_ptr< GLPixelTransferBuffer > results[5], IntersectRayOptions options=IntersectRayOptions(0), const shared_ptr< GLPixelTransferBuffer > &rayCone=nullptr, const int baseMipLevel=0, const Vector2int32 wavefrontDimensions=Vector2int32(-1,-1), const RenderMask mask=0xFF) const override
 
virtual void intersectRays (const shared_ptr< Texture > &rayOrigin, const shared_ptr< Texture > &rayDirection, const shared_ptr< Texture > &booleanResults, IntersectRayOptions options=IntersectRayOptions(0)) const override
 
virtual void intersectRays (const shared_ptr< GLPixelTransferBuffer > &rayOrigin, const shared_ptr< GLPixelTransferBuffer > &rayDirection, const shared_ptr< GLPixelTransferBuffer > &booleanResults, IntersectRayOptions options=IntersectRayOptions(0)) const override
 
virtual void intersectRays (const Array< Ray > &rays, Array< bool > &results, IntersectRayOptions options=IntersectRayOptions(0)) const override
 
virtual void intersectRays (const Array< Ray > &rays, Array< Hit > &results, IntersectRayOptions options=IntersectRayOptions(0)) const override
 Batch ray casting. More...
 
void intersectRays (const Array< PrecomputedRay > &rays, Array< Hit > &results, IntersectRayOptions options=IntersectRayOptions(0)) const
 
virtual void intersectSphere (const Sphere &sphere, Array< Tri > &triArray) const override
 Returns all triangles that intersect or are contained within the sphere (technically, this is a ball intersection). More...
 
RealTime lastBuildTime () const
 Time at which setContents() or rebuild() was last invoked. More...
 
const Trioperator[] (int i) const
 Array access to the stored Tris. More...
 
virtual void rebuild () override
 Rebuild the tree after m_triArray or CPUVertexArray have been mutated. More...
 
void sample (const Hit &hit, shared_ptr< Surfel > &surfel) const
 
virtual void setContents (const Array< shared_ptr< Surface >> &surfaceArray, ImageStorage newImageStorage=ImageStorage::COPY_TO_CPU) override
 Base class implementation populates m_triArray and m_vertexArray and applies the image storage option. More...
 
virtual void setContents (const Array< Tri > &triArray, const CPUVertexArray &vertexArray, ImageStorage newStorage=ImageStorage::COPY_TO_CPU) override
 
virtual void setContents (const shared_ptr< class Scene > &scene, ImageStorage newStorage=ImageStorage::COPY_TO_CPU) override
 
int size () const
 
Stats stats (int valuesPerNode) const
 Walk the entire tree, computing statistics. More...
 
const Array< Tri > & triArray () const
 
Array< Tri > & triArray ()
 If you mutate this, you must call rebuild() More...
 
const CPUVertexArrayvertexArray () const
 
CPUVertexArrayvertexArray ()
 If you mutate this, you must call rebuild() More...
 

Static Public Member Functions

static const char * algorithmName (SplitAlgorithm s)
 
static shared_ptr< TriTreecreate (bool preferGPUData=true)
 Create an instance of whatever is the fastest implementation subclass for this machine. More...
 
static shared_ptr< TriTreecreate (const shared_ptr< Scene > &scene, ImageStorage newImageStorage)
 
static shared_ptr< NativeTriTreecreate ()
 

Public Attributes

RealTime debugConversionOverheadTime = 0
 CPU timing of API conversion overhead for the most recent call to intersectRays. More...
 

Static Public Attributes

static const IntersectRayOptions COHERENT_RAY_HINT = 16
 Make optimizations appropriate for coherent rays (same origin) More...
 
static const IntersectRayOptions DO_NOT_CULL_BACKFACES = 2
 Do not allow the intersector to perform backface culling as an optimization. More...
 
static const IntersectRayOptions NO_PARTIAL_COVERAGE_TEST = 8
 Disable partial coverage (alpha) testing. More...
 
static const IntersectRayOptions OCCLUSION_TEST_ONLY = 1
 Test for occlusion and do not necessarily return valid triIndex, backfacing, etc. More...
 
static const IntersectRayOptions PARTIAL_COVERAGE_THRESHOLD_ZERO = 4
 Only fail the partial coverage (alpha) test on zero coverage. More...
 

Protected Member Functions

bool _intersectRay (const Ray &ray, Hit &hit, IntersectRayOptions options) const
 

Static Protected Member Functions

static void copyToCPU (const shared_ptr< GLPixelTransferBuffer > &rayOrigin, const shared_ptr< GLPixelTransferBuffer > &rayDirection, Array< Ray > &rayBuffer, const int width=-1, const int height=-1)
 
static void copyToCPU (const shared_ptr< GLPixelTransferBuffer > &rayCoherence, Array< float > &rayCoherenceBuffer)
 
template<class T , class ... ArgTypes>
static shared_ptr< T > createShared (ArgTypes &&... args)
 Like std::make_shared, but works for protected constructors. More...
 

Protected Attributes

RealTime m_lastBuildTime = -1e6
 
shared_ptr< CubeMapm_sky
 
Array< Trim_triArray
 
CPUVertexArray m_vertexArray
 

Detailed Description


Native C++ implementation of a static bounding interval hierarchy that is very good for box queries and OK for ray-triangle.

The BIH is a tree in which each node is an axis-aligned box containing up to three child nodes: elements in the negative half space of a splitting plane, elements in the positive half space, and elements spaning both sides. When constructing the tree, spanning elements can either be inserted at a spanning node or split and inserted into the child nodes. The presence of a splitting plane allows early-out ray intersection like a kd-tree and the bounding boxes allow relatively tight tree pruning, like a bounding volume hierarchy.

Various algorithms are implemented for choosing the splitting plane that trade between ray-intersection performance and tree-building performance.

Referenced Code: Watcher and Keller, Instant Ray Tracing: The Bounding Interval Hierarchy, EGSR 2006
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.87.4612

Member Typedef Documentation

◆ IntersectRayOptions

typedef unsigned int G3D::TriTree::IntersectRayOptions
inherited

Options for intersectRays.

Default is full intersection with no backface culling optimization and partial coverage (alpha) test passing for values over 0.5.

Member Enumeration Documentation

◆ SplitAlgorithm

Enumerator
MEAN_EXTENT 

Produce nodes with approximately equal shape by splitting nodes half-way across the bounds of their contents (similar to an oct-tree).

Fastest method for building the tree.

MEDIAN_AREA 

Split nodes so that children have about the same surface area.

MEDIAN_COUNT 

Split nodes so that children have about the same number of triangles.

SAH 

Split nodes so that they have approximately equal intersection times, according to a Surface Area Heuristic.

Theory indicates that this gives the highest performance for ray intersection, although that may not be the case for specific scenes and rays.

Constructor & Destructor Documentation

◆ NativeTriTree()

G3D::NativeTriTree::NativeTriTree ( )

◆ ~NativeTriTree()

G3D::NativeTriTree::~NativeTriTree ( )

Member Function Documentation

◆ _intersectRay()

bool G3D::TriTree::_intersectRay ( const Ray ray,
Hit hit,
IntersectRayOptions  options 
) const
inlineprotectedinherited

◆ algorithmName()

static const char* G3D::NativeTriTree::algorithmName ( SplitAlgorithm  s)
static

◆ className()

virtual const String& G3D::NativeTriTree::className ( ) const
inlineoverridevirtual

Implements G3D::TriTree.

◆ clear()

virtual void G3D::NativeTriTree::clear ( )
overridevirtual

Reimplemented from G3D::TriTreeBase.

◆ copyToCPU() [1/2]

static void G3D::TriTreeBase::copyToCPU ( const shared_ptr< GLPixelTransferBuffer > &  rayOrigin,
const shared_ptr< GLPixelTransferBuffer > &  rayDirection,
Array< Ray > &  rayBuffer,
const int  width = -1,
const int  height = -1 
)
staticprotectedinherited

◆ copyToCPU() [2/2]

static void G3D::TriTreeBase::copyToCPU ( const shared_ptr< GLPixelTransferBuffer > &  rayCoherence,
Array< float > &  rayCoherenceBuffer 
)
staticprotectedinherited

◆ create() [1/3]

static shared_ptr<TriTree> G3D::TriTree::create ( bool  preferGPUData = true)
staticinherited

Create an instance of whatever is the fastest implementation subclass for this machine.

Parameters
preferGPUDataIf true, use an implementation that is fast for ray buffers already on the GPU.

Referenced by G3D::MeshShape::bspTree().

◆ create() [2/3]

static shared_ptr<TriTree> G3D::TriTree::create ( const shared_ptr< Scene > &  scene,
ImageStorage  newImageStorage 
)
staticinherited

◆ create() [3/3]

static shared_ptr<NativeTriTree> G3D::NativeTriTree::create ( )
inlinestatic

◆ createShared()

template<class T , class ... ArgTypes>
static shared_ptr<T> G3D::ReferenceCountedObject::createShared ( ArgTypes &&...  args)
inlinestaticprotectedinherited

Like std::make_shared, but works for protected constructors.

Call as createShared<myclass>.

◆ draw()

void G3D::NativeTriTree::draw ( RenderDevice rd,
int  level,
bool  showBoxes = true,
int  minNodeSize = 0 
)

Render the tree for debugging and visualization purposes.

Inefficent.

Parameters
levelShow the nodes at or above this level of the tree, where 0 = root
showBoxesRender bounding boxes for internal nodes at level == level
minNodeSizeDo not render triangles at nodes with fewer than this many triangles. Set to zero to disable, set to a high number to spot poorly-constructed nodes

◆ intersectBox()

virtual void G3D::NativeTriTree::intersectBox ( const AABox box,
Array< Tri > &  results 
) const
overridevirtual

Returns all triangles that lie within the box.

Default implementation tests each triangle in turn (linear time).

Reimplemented from G3D::TriTreeBase.

◆ intersectRay() [1/6]

shared_ptr<Surfel> G3D::TriTree::intersectRay

Special single-ray CPU function for simplicity.

This guarantees a hit...it will synthesize a skybox surfel on a miss if the TriTree was created from a Scene, or return a gray skybox surfel otherwise. This is the absolute slowest way to use a TriTree.

◆ intersectRay() [2/6]

virtual bool G3D::TriTree::intersectRay

Intersect a single ray.

Return value is hit.triIndex != Hit::NONE for convenience.

◆ intersectRay() [3/6]

shared_ptr<Surfel> G3D::TriTree::intersectRay ( const Ray ray) const
inherited

Special single-ray CPU function for simplicity.

This guarantees a hit...it will synthesize a skybox surfel on a miss if the TriTree was created from a Scene, or return a gray skybox surfel otherwise. This is the absolute slowest way to use a TriTree.

◆ intersectRay() [4/6]

virtual bool G3D::NativeTriTree::intersectRay ( const Ray ray,
Hit hit,
IntersectRayOptions  options = IntersectRayOptions(0) 
) const
overridevirtual

Intersect a single ray.

Return value is hit.triIndex != Hit::NONE for convenience.

Implements G3D::TriTree.

◆ intersectRay() [5/6]

shared_ptr<Surfel> G3D::NativeTriTree::intersectRay ( const PrecomputedRay ray,
IntersectRayOptions  options,
const Vector3 directiondX,
const Vector3 directiondY 
) const

◆ intersectRay() [6/6]

bool G3D::NativeTriTree::intersectRay ( const PrecomputedRay ray,
Hit hit,
IntersectRayOptions  options = IntersectRayOptions(0) 
) const

◆ intersectRays() [1/15]

virtual void G3D::TriTree::intersectRays

Batch ray casting.

The default implementation calls the single-ray version using Thread::runConcurrently.

◆ intersectRays() [2/15]

virtual void G3D::TriTree::intersectRays

Values in results will be reused if already allocated, which can increase performance.

◆ intersectRays() [3/15]

virtual void G3D::TriTree::intersectRays
Parameters
rayOriginmust be RGBA32F() = XYZ, min distance
rayDirectionmust be RGBA32F() or RGBA16F() = normalized XYZ, max distance
rayConemust be null or a single-channel (R-only) texture. If not null, each element is the cosine of the half-angle of the cone about rayDirection that should be used to select a MIP-level at the intersection point. The easy way to compute this for primary rays is to pass the dot products of adjacent pixel ray directions.

The GBuffer and both textures must have the same dimensions.

Reconfigures the GBuffer and writes the following fields:

WS_NORMAL is zero at pixels where the ray misses

All other fields are ignored. The GBuffer may be reallocated with textures in a different format as well.

The base class implementation copies all data to the CPU, invokes the intersectRays overload that accepts CPU data, and then copies all data back to the GPU.

◆ intersectRays() [4/15]

virtual void G3D::TriTree::intersectRays
Parameters
rayOriginmust be RGBA32F() = XYZ, min distance
rayDirectionmust be RGBA32F() or RGBA16F() = normalized XYZ, max distance
rayConemust be null or a single-channel (R-only) texture. If not null, each element is the cosine of the half-angle of the cone about rayDirection that should be used to select a MIP-level at the intersection point. The easy way to approximate this for primary rays is to pass: sqrt(dot(rayDir, adjacentRayDir) * 0.5 + 0.5). That is only exact for "square" rays, though, and given the number of approximations involved in both MIP maps and approximating a square pixel footprint with a cone, dropping the square root is also reasonable: dot(rayDir, adjacentRayDir) * 0.5 + 0.5.

The GBuffer and all buffers must have the same dimensions.

The GBuffer array must have G3D::GLPixelTransferBuffers with exactly the following semantics and format:

WS_NORMAL is zero at pixels where the ray misses

All other fields are ignored.

The base class implementation copies all data to the CPU, invokes the intersectRays overload that accepts CPU data, and then copies all data back to the GPU.

This is the fastest overload for OptiXTriTree

Only supports the first two bits (0b11 = 3) of renderMask. Reports hits where (renderMask & surface->renderMask() & 3) != 0

◆ intersectRays() [5/15]

virtual void G3D::TriTree::intersectRays
Parameters
booleanResultsThe red channel is nonzero on hit, 0 on miss. Subclasses are free to change the format of the booleanResults texture to whatever is most convenient for them, so make no assumptions other than that it has a red channel. This is the fastest overload for OptiXTriTree

◆ intersectRays() [6/15]

virtual void G3D::TriTree::intersectRays

◆ intersectRays() [7/15]

virtual void G3D::TriTree::intersectRays
Parameters
booleanResultsThe red channel is nonzero on hit, 0 on miss. Subclasses are free to change the format of the booleanResults texture to whatever is most convenient for them, so make no assumptions other than that it has a red channel.

◆ intersectRays() [8/15]

virtual void G3D::TriTreeBase::intersectRays ( const Array< Ray > &  rays,
Array< shared_ptr< Surfel >> &  results,
IntersectRayOptions  options = IntersectRayOptions(0),
const Array< float > &  coneBuffer = Array< float >() 
) const
overridevirtualinherited

Values in results will be reused if already allocated, which can increase performance.

Implements G3D::TriTree.

Reimplemented in G3D::VulkanTriTree, and G3D::OptiXTriTree.

◆ intersectRays() [9/15]

virtual void G3D::TriTreeBase::intersectRays ( const shared_ptr< Texture > &  rayOrigin,
const shared_ptr< Texture > &  rayDirection,
const shared_ptr< GBuffer > &  results,
IntersectRayOptions  options = IntersectRayOptions(0),
const shared_ptr< Texture > &  rayCone = nullptr 
) const
overridevirtualinherited
Deprecated:

Implements G3D::TriTree.

Reimplemented in G3D::VulkanTriTree.

◆ intersectRays() [10/15]

virtual void G3D::TriTreeBase::intersectRays ( const shared_ptr< GLPixelTransferBuffer > &  rayOrigin,
const shared_ptr< GLPixelTransferBuffer > &  rayDirection,
const shared_ptr< GLPixelTransferBuffer results[5],
IntersectRayOptions  options = IntersectRayOptions(0),
const shared_ptr< GLPixelTransferBuffer > &  rayCone = nullptr,
const int  baseMipLevel = 0,
const Vector2int32  wavefrontDimensions = Vector2int32(-1,-1),
const RenderMask  renderMask = 0xFF 
) const
overridevirtualinherited
Parameters
rayOriginmust be RGBA32F() = XYZ, min distance
rayDirectionmust be RGBA32F() or RGBA16F() = normalized XYZ, max distance
rayConemust be null or a single-channel (R-only) texture. If not null, each element is the cosine of the half-angle of the cone about rayDirection that should be used to select a MIP-level at the intersection point. The easy way to approximate this for primary rays is to pass: sqrt(dot(rayDir, adjacentRayDir) * 0.5 + 0.5). That is only exact for "square" rays, though, and given the number of approximations involved in both MIP maps and approximating a square pixel footprint with a cone, dropping the square root is also reasonable: dot(rayDir, adjacentRayDir) * 0.5 + 0.5.

The GBuffer and all buffers must have the same dimensions.

The GBuffer array must have G3D::GLPixelTransferBuffers with exactly the following semantics and format:

WS_NORMAL is zero at pixels where the ray misses

All other fields are ignored.

The base class implementation copies all data to the CPU, invokes the intersectRays overload that accepts CPU data, and then copies all data back to the GPU.

This is the fastest overload for OptiXTriTree

Only supports the first two bits (0b11 = 3) of renderMask. Reports hits where (renderMask & surface->renderMask() & 3) != 0

Implements G3D::TriTree.

Reimplemented in G3D::VulkanTriTree, and G3D::OptiXTriTree.

◆ intersectRays() [11/15]

virtual void G3D::TriTreeBase::intersectRays ( const shared_ptr< Texture > &  rayOrigin,
const shared_ptr< Texture > &  rayDirection,
const shared_ptr< Texture > &  booleanResults,
IntersectRayOptions  options = IntersectRayOptions(0) 
) const
overridevirtualinherited

◆ intersectRays() [12/15]

virtual void G3D::TriTreeBase::intersectRays ( const shared_ptr< GLPixelTransferBuffer > &  rayOrigin,
const shared_ptr< GLPixelTransferBuffer > &  rayDirection,
const shared_ptr< GLPixelTransferBuffer > &  booleanResults,
IntersectRayOptions  options = IntersectRayOptions(0) 
) const
overridevirtualinherited
Parameters
booleanResultsThe red channel is nonzero on hit, 0 on miss. Subclasses are free to change the format of the booleanResults texture to whatever is most convenient for them, so make no assumptions other than that it has a red channel. This is the fastest overload for OptiXTriTree

Implements G3D::TriTree.

Reimplemented in G3D::VulkanTriTree, and G3D::OptiXTriTree.

◆ intersectRays() [13/15]

virtual void G3D::TriTreeBase::intersectRays ( const Array< Ray > &  rays,
Array< bool > &  results,
IntersectRayOptions  options = IntersectRayOptions(0) 
) const
overridevirtualinherited

Implements G3D::TriTree.

Reimplemented in G3D::VulkanTriTree, and G3D::OptiXTriTree.

◆ intersectRays() [14/15]

virtual void G3D::NativeTriTree::intersectRays ( const Array< Ray > &  rays,
Array< Hit > &  results,
IntersectRayOptions  options = IntersectRayOptions(0) 
) const
overridevirtual

Batch ray casting.

The default implementation calls the single-ray version using Thread::runConcurrently.

Reimplemented from G3D::TriTreeBase.

◆ intersectRays() [15/15]

void G3D::NativeTriTree::intersectRays ( const Array< PrecomputedRay > &  rays,
Array< Hit > &  results,
IntersectRayOptions  options = IntersectRayOptions(0) 
) const

◆ intersectSphere()

virtual void G3D::NativeTriTree::intersectSphere ( const Sphere sphere,
Array< Tri > &  triArray 
) const
overridevirtual

Returns all triangles that intersect or are contained within the sphere (technically, this is a ball intersection).

Default implementation calls intersectBox and then filters the results for the sphere.

Reimplemented from G3D::TriTreeBase.

◆ lastBuildTime()

RealTime G3D::TriTree::lastBuildTime ( ) const
inlineinherited

Time at which setContents() or rebuild() was last invoked.

◆ operator[]()

const Tri& G3D::TriTree::operator[] ( int  i) const
inlineinherited

Array access to the stored Tris.

◆ rebuild()

virtual void G3D::NativeTriTree::rebuild ( )
overridevirtual

Rebuild the tree after m_triArray or CPUVertexArray have been mutated.

Called automatically by setContents()

Implements G3D::TriTree.

◆ sample()

void G3D::TriTree::sample ( const Hit hit,
shared_ptr< Surfel > &  surfel 
) const
inherited

◆ setContents() [1/3]

virtual void G3D::TriTreeBase::setContents ( const Array< shared_ptr< Surface >> &  surfaceArray,
ImageStorage  newImageStorage = ImageStorage::COPY_TO_CPU 
)
overridevirtualinherited

Base class implementation populates m_triArray and m_vertexArray and applies the image storage option.

Implements G3D::TriTree.

◆ setContents() [2/3]

virtual void G3D::TriTreeBase::setContents ( const Array< Tri > &  triArray,
const CPUVertexArray vertexArray,
ImageStorage  newStorage = ImageStorage::COPY_TO_CPU 
)
overridevirtualinherited

Implements G3D::TriTree.

Reimplemented in G3D::VulkanTriTree, and G3D::OptiXTriTree.

◆ setContents() [3/3]

virtual void G3D::TriTreeBase::setContents ( const shared_ptr< class Scene > &  scene,
ImageStorage  newStorage = ImageStorage::COPY_TO_CPU 
)
overridevirtualinherited

Implements G3D::TriTree.

◆ size()

int G3D::TriTree::size ( ) const
inlineinherited

◆ stats()

Stats G3D::NativeTriTree::stats ( int  valuesPerNode) const

Walk the entire tree, computing statistics.

◆ triArray() [1/2]

const Array<Tri>& G3D::TriTree::triArray ( ) const
inlineinherited

◆ triArray() [2/2]

Array<Tri>& G3D::TriTree::triArray ( )
inlineinherited

If you mutate this, you must call rebuild()

◆ vertexArray() [1/2]

const CPUVertexArray& G3D::TriTree::vertexArray ( ) const
inlineinherited

◆ vertexArray() [2/2]

CPUVertexArray& G3D::TriTree::vertexArray ( )
inlineinherited

If you mutate this, you must call rebuild()

Member Data Documentation

◆ COHERENT_RAY_HINT

const IntersectRayOptions G3D::TriTree::COHERENT_RAY_HINT = 16
staticinherited

Make optimizations appropriate for coherent rays (same origin)

◆ debugConversionOverheadTime

RealTime G3D::TriTree::debugConversionOverheadTime = 0
mutableinherited

CPU timing of API conversion overhead for the most recent call to intersectRays.

◆ DO_NOT_CULL_BACKFACES

const IntersectRayOptions G3D::TriTree::DO_NOT_CULL_BACKFACES = 2
staticinherited

Do not allow the intersector to perform backface culling as an optimization.

Backface culling is not required in any case.

◆ m_lastBuildTime

RealTime G3D::TriTree::m_lastBuildTime = -1e6
protectedinherited

◆ m_sky

shared_ptr<CubeMap> G3D::TriTree::m_sky
protectedinherited

◆ m_triArray

Array<Tri> G3D::TriTree::m_triArray
protectedinherited

◆ m_vertexArray

CPUVertexArray G3D::TriTree::m_vertexArray
protectedinherited

◆ NO_PARTIAL_COVERAGE_TEST

const IntersectRayOptions G3D::TriTree::NO_PARTIAL_COVERAGE_TEST = 8
staticinherited

Disable partial coverage (alpha) testing.

◆ OCCLUSION_TEST_ONLY

const IntersectRayOptions G3D::TriTree::OCCLUSION_TEST_ONLY = 1
staticinherited

Test for occlusion and do not necessarily return valid triIndex, backfacing, etc.

data (useful for shadow rays and testing line of sight)

◆ PARTIAL_COVERAGE_THRESHOLD_ZERO

const IntersectRayOptions G3D::TriTree::PARTIAL_COVERAGE_THRESHOLD_ZERO = 4
staticinherited

Only fail the partial coverage (alpha) test on zero coverage.


documentation generated on Wed Nov 24 2021 08:01:58 using doxygen 1.8.15