Viewport picking: a BVH per body mesh and a GPU pick buffer for visible edges (#1776)
Thanks @oursland.
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//! A bounding volume hierarchy over boxes: the nearest hit along a ray, or every item whose box
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//! passes a test, without looking at each item. Built once (median split on the widest axis of
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//! the box centres, a few items per leaf) and only read afterwards. [`MeshIndex`] holds one over
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//! a mesh's triangles and one over its edge segments, for picking.
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use crate::{Aabb3, Mesh, Vec3};
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/// Most items in a leaf.
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const LEAF: usize = 4;
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#[derive(Clone, Copy, Debug)]
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struct Node {
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bounds: Aabb3,
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/// A leaf: the first of its `count` items in [`Bvh::order`]. Otherwise its children are
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/// `first` and `first + 1`.
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first: u32,
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count: u32,
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}
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/// A hierarchy over boxes; items are the boxes' indices.
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#[derive(Clone, Debug, Default)]
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pub struct Bvh {
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nodes: Vec<Node>,
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order: Vec<u32>,
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}
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impl Bvh {
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/// The hierarchy over `boxes` (empty boxes are left out).
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pub fn new(boxes: &[Aabb3]) -> Bvh {
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let mut order: Vec<u32> =
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(0..boxes.len().min(u32::MAX as usize)).filter(|&i| boxes.get(i).is_some_and(|b| !b.is_empty() && finite(b))).map(|i| i as u32).collect();
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if order.is_empty() {
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return Bvh::default();
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}
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let item = |i: u32| boxes.get(i as usize).copied().unwrap_or(Aabb3::EMPTY);
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let centre = |i: u32| item(i).center();
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let mut nodes = vec![Node { bounds: Aabb3::EMPTY, first: 0, count: 0 }];
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// (node, start, end) in `order` still to be filled in.
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let mut todo = vec![(0usize, 0usize, order.len())];
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while let Some((n, start, end)) = todo.pop() {
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let Some(span) = order.get_mut(start..end) else { continue };
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let mut bounds = Aabb3::EMPTY;
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let mut centres = Aabb3::EMPTY;
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for &i in span.iter() {
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bounds = bounds.union(&item(i));
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centres.add(centre(i));
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}
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let size = centres.size();
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let axis = if size.x >= size.y && size.x >= size.z {
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0
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} else if size.y >= size.z {
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1
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} else {
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2
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};
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let extent = [size.x, size.y, size.z][axis];
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if span.len() <= LEAF || !(extent > 0.0) {
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if let Some(node) = nodes.get_mut(n) {
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*node = Node { bounds, first: start as u32, count: span.len() as u32 };
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}
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continue;
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}
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let key = |i: &u32| {
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let c = centre(*i);
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[c.x, c.y, c.z][axis]
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};
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let mid = span.len() / 2;
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span.select_nth_unstable_by(mid, |a, b| key(a).total_cmp(&key(b)));
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let left = nodes.len();
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nodes.push(Node { bounds: Aabb3::EMPTY, first: 0, count: 0 });
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nodes.push(Node { bounds: Aabb3::EMPTY, first: 0, count: 0 });
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if let Some(node) = nodes.get_mut(n) {
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*node = Node { bounds, first: left as u32, count: 0 };
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}
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todo.push((left, start, start + mid));
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todo.push((left + 1, start + mid, end));
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}
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Bvh { nodes, order }
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}
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/// The box around everything (empty for no items).
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pub fn bounds(&self) -> Aabb3 {
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self.nodes.first().map_or(Aabb3::EMPTY, |n| n.bounds)
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}
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/// Calls `item` with every item in a leaf whose box, and every box above it, `enter` accepts.
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pub fn visit(&self, mut enter: impl FnMut(&Aabb3) -> bool, mut item: impl FnMut(u32)) {
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let mut stack = vec![0usize];
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while let Some(n) = stack.pop() {
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let Some(node) = self.nodes.get(n) else { continue };
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if !enter(&node.bounds) {
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continue;
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}
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if node.count > 0 {
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let (a, b) = (node.first as usize, node.first as usize + node.count as usize);
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for &i in self.order.get(a..b).unwrap_or(&[]) {
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item(i);
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}
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} else {
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stack.push(node.first as usize + 1);
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stack.push(node.first as usize);
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}
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}
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}
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/// The nearest item along the ray from `o` along `d`: `hit` gives an item's distance along
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/// `d` (`None`: missed). Equal distances go to the lowest item, as a scan in item order
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/// keeping strictly nearer hits would answer. Boxes are entered nearest first, and one that
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/// starts past the best hit so far is skipped.
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pub fn nearest(&self, o: Vec3, d: Vec3, mut hit: impl FnMut(u32) -> Option<f64>) -> Option<(f64, u32)> {
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if ![o.x, o.y, o.z, d.x, d.y, d.z].iter().all(|v| v.is_finite()) {
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return None;
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}
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let inv = Vec3::new(1.0 / d.x, 1.0 / d.y, 1.0 / d.z);
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let mut best: Option<(f64, u32)> = None;
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let root = self.nodes.first().and_then(|n| ray_box(o, d, inv, &n.bounds, 0.0))?;
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let mut stack = vec![(0usize, root)];
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while let Some((n, t0)) = stack.pop() {
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if best.is_some_and(|(bt, _)| t0 > bt) {
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continue;
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}
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let Some(node) = self.nodes.get(n) else { continue };
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if node.count > 0 {
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let (a, b) = (node.first as usize, node.first as usize + node.count as usize);
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for &i in self.order.get(a..b).unwrap_or(&[]) {
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if let Some(t) = hit(i)
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&& best.is_none_or(|(bt, bi)| t < bt || (t == bt && i < bi))
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{
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best = Some((t, i));
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}
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}
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continue;
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}
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let (l, r) = (node.first as usize, node.first as usize + 1);
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let tl = self.nodes.get(l).and_then(|c| ray_box(o, d, inv, &c.bounds, 0.0));
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let tr = self.nodes.get(r).and_then(|c| ray_box(o, d, inv, &c.bounds, 0.0));
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// The nearer child is popped first.
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match (tl, tr) {
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(Some(a), Some(b)) if a <= b => stack.extend([(r, b), (l, a)]),
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(Some(a), Some(b)) => stack.extend([(l, a), (r, b)]),
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(Some(a), None) => stack.push((l, a)),
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(None, Some(b)) => stack.push((r, b)),
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(None, None) => {}
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}
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}
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best
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}
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}
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fn finite(b: &Aabb3) -> bool {
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[b.min.x, b.min.y, b.min.z, b.max.x, b.max.y, b.max.z].iter().all(|v| v.is_finite())
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}
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/// Where the ray from `o` along `d` (`inv` = 1 / `d` per axis) enters box `b` grown by `pad`,
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/// from 0 on; `None` when it misses or the box lies behind.
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fn ray_box(o: Vec3, d: Vec3, inv: Vec3, b: &Aabb3, pad: f64) -> Option<f64> {
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let (mut t0, mut t1) = (0.0f64, f64::INFINITY);
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for (o, d, inv, lo, hi) in [(o.x, d.x, inv.x, b.min.x, b.max.x), (o.y, d.y, inv.y, b.min.y, b.max.y), (o.z, d.z, inv.z, b.min.z, b.max.z)] {
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let (lo, hi) = (lo - pad, hi + pad);
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if d == 0.0 || !inv.is_finite() {
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if o < lo || o > hi {
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return None;
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}
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continue;
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}
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let (a, b) = ((lo - o) * inv, (hi - o) * inv);
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let (a, b) = if a <= b { (a, b) } else { (b, a) };
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t0 = t0.max(a);
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t1 = t1.min(b);
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if t0 > t1 {
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return None;
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}
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}
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(t0 <= t1).then_some(t0)
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}
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/// The farthest any corner of `b` lies along `d` from `o` (0 when the box is behind).
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fn farthest_along(o: Vec3, d: Vec3, b: &Aabb3) -> f64 {
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let along = |lo: f64, hi: f64, o: f64, d: f64| if d >= 0.0 { (hi - o) * d } else { (lo - o) * d };
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(along(b.min.x, b.max.x, o.x, d.x) + along(b.min.y, b.max.y, o.y, d.y) + along(b.min.z, b.max.z, o.z, d.z)).max(0.0)
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}
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/// A mesh's triangles and edge segments in hierarchies, for picking: the nearest triangle along
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/// a ray, and the edge segments near one. Built from one mesh and answers only for it.
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#[derive(Clone, Debug, Default)]
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pub struct MeshIndex {
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triangles: Bvh,
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triangle_count: usize,
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segments: Bvh,
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/// Per segment item: its edge, and its first point in that edge's polyline.
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segment_of: Vec<(u32, u32)>,
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}
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impl MeshIndex {
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/// The index of `mesh`.
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pub fn new(mesh: &Mesh) -> MeshIndex {
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let pad = |mut b: Aabb3| {
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// Flat boxes (a triangle square to an axis) are grown a little, so a ray through
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// them is never lost to rounding in the box test.
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let scale = [b.min.x, b.min.y, b.min.z, b.max.x, b.max.y, b.max.z].iter().fold(1.0f64, |m, v| m.max(v.abs()));
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let e = scale * 1e-9;
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b.min -= Vec3::new(e, e, e);
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b.max += Vec3::new(e, e, e);
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b
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};
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let boxes: Vec<Aabb3> = mesh
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.triangles
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.iter()
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.map(|t| {
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let mut b = Aabb3::EMPTY;
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for p in mesh.tri(t).into_iter().flatten() {
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b.add(p);
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}
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if b.is_empty() { b } else { pad(b) }
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})
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.collect();
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let mut segment_of = Vec::new();
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let mut seg_boxes = Vec::new();
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for (ei, e) in mesh.edges.iter().enumerate() {
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// A one-point edge still has its vertex: it stands as a segment from it to itself.
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let n = if e.len() == 1 { 1 } else { e.len().saturating_sub(1) };
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for si in 0..n {
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let (Some(a), Some(b)) = (e.get(si), e.get(si + 1).or(e.get(si))) else { continue };
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let mut bx = Aabb3::EMPTY;
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bx.add(*a);
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bx.add(*b);
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seg_boxes.push(pad(bx));
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segment_of.push((ei as u32, si as u32));
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}
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}
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MeshIndex { triangles: Bvh::new(&boxes), triangle_count: mesh.triangles.len(), segments: Bvh::new(&seg_boxes), segment_of }
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}
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/// [`Mesh::raycast`] through the index: the same answer, including which triangle wins a tie.
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/// For a mesh other than the one indexed, the plain scan answers.
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pub fn raycast(&self, mesh: &Mesh, o: Vec3, dir: Vec3) -> Option<(f64, usize)> {
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if mesh.triangles.len() != self.triangle_count {
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return mesh.raycast(o, dir);
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}
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let frame = crate::mesh::RayFrame::new(o, dir)?;
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self.triangles
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.nearest(o, dir, |i| mesh.triangles.get(i as usize).and_then(|t| mesh.tri(t)).and_then(|p| frame.hit(p)))
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.map(|(t, i)| (t, i as usize))
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}
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/// Calls `f(edge, first point)` for every edge segment that may come within `a + b·t` of the
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/// ray from `o` along unit `d`, `t` being the distance along it (each at most once). A
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/// constant `a` suits an orthographic view; a perspective view widens with `b`.
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pub fn segments_near(&self, o: Vec3, d: Vec3, a: f64, b: f64, mut f: impl FnMut(usize, usize)) {
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if ![a, b, o.x, o.y, o.z, d.x, d.y, d.z].iter().all(|v| v.is_finite()) {
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return;
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}
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let inv = Vec3::new(1.0 / d.x, 1.0 / d.y, 1.0 / d.z);
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self.segments.visit(
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|bx| {
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let reach = a.max(0.0) + b.max(0.0) * farthest_along(o, d, bx);
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ray_box(o, d, inv, bx, reach).is_some()
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},
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|i| {
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if let Some((e, s)) = self.segment_of.get(i as usize) {
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f(*e as usize, *s as usize);
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}
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},
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);
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}
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}
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#[cfg(test)]
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#[path = "bvh_tests.rs"]
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mod tests;
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