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trinybvh-rs

Rust wrapper for tinybvh.

Features

Provides BVH (Bounding Volume Hierarchy) construction and intersection:

  • Construction: [BVH], [BVH4], [CWBVH]
  • Intersection

For more information about each layout: tinybvh.

Examples

BVH Wald

use tinybvh_rs::{BVH, Intersector, Ray};

let primitives = vec![
    [-2.0, 1.0, -1.0, 0.0],    //
    [-1.0, 1.0, -1.0, 0.0],    // Left triangle
    [-2.0, 0.0, -1.0, 0.0],    //

    [2.0, 1.0, -1.0, 0.0],     //
    [2.0, 0.0, -1.0, 0.0],     // Right triangle
    [1.0, 0.0, -1.0, 0.0],     //
];

let bvh = BVH::new(&primitives);

// No intersection, ray pass between the primitives
let mut ray = Ray::new([0.0, 0.0, 0.0], [0.0, 0.0, -1.0]);
bvh.intersect(&mut ray);
println!("Hit distance: {}", ray.hit.t); // 1e30

// Intersects left primitive
let mut ray = Ray::new([-1.5, 0.5, 0.0], [0.0, 0.0, -1.0]);
bvh.intersect(&mut ray);
println!("Hit distance & primtive: {} / {}", ray.hit.t, ray.hit.prim); // 1.0 / 0

// Intersects right primitive
let mut ray = Ray::new([1.5, 0.45, 0.0], [0.0, 0.0, -1.0]);
bvh.intersect(&mut ray);
println!("Hit distance & primtive: {} / {}", ray.hit.t, ray.hit.prim); // 1.0 / 1

Strided

If the vertices position are strided (located in a Vertex struct for instance), you can enable the strided feature and use:

use pas::slice_attr;
use tinybvh_rs::{BVH, Intersector, Ray};

#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
    position: [f32; 4],
    normal: [f32; 3],
}

let vertices = [
    Vertex {
        position: [-1.0, 1.0, -1.0, 0.0],
        normal: [0.0, 0.0, 1.0]
    },
    Vertex {
        position: [-0.5, 1.0, -1.0, 0.0],
        normal: [0.0, 0.0, 1.0]
    },
    Vertex {
        position: [-1.0, 0.0, -1.0, 0.0],
        normal: [0.0, 0.0, 1.0]
    },
];
let positions = slice_attr!(vertices, [0].position);
let bvh = BVH::new_strided(&positions);

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Rust wrapper for the tinybvh libary

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