Photon Engine 2.0.0-beta
A physically based renderer.
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TBinaryBvhIntersector.h
Go to the documentation of this file.
1#pragma once
2
5
6#include <Common/primitive_type.h>
7
8namespace ph
9{
10
14template<typename Index>
16{
17public:
18 void update(TSpanView<const Intersectable*> intersectables) override;
19 bool isIntersecting(const Ray& ray, HitProbe& probe) const override;
20 math::AABB3D calcAABB() const override;
21
23
24private:
26};
27
28}// end namespace ph
29
Lightweight ray intersection testing and reporting object. If an intersection is found,...
Definition HitProbe.h:27
Definition Intersector.h:14
Represents a ray in space.
Definition Ray.h:21
Classic binary BVH acceleration structure.
Definition TBinaryBvhIntersector.h:16
void rebuildWithIntersectables(TSpanView< const Intersectable * > intersectables)
Definition TBinaryBvhIntersector.ipp:68
bool isIntersecting(const Ray &ray, HitProbe &probe) const override
Determine whether a given ray hits the object.
Definition TBinaryBvhIntersector.ipp:27
math::AABB3D calcAABB() const override
Calculates Axis-Aligned Bounding Box (AABB) of itself.
Definition TBinaryBvhIntersector.ipp:55
void update(TSpanView< const Intersectable * > intersectables) override
Definition TBinaryBvhIntersector.ipp:20
Definition TLinearDepthFirstBinaryBvh.h:21
The root for all renderer implementations.
Definition EEngineProject.h:6
std::span< const T, EXTENT > TSpanView
Same as TSpan, except that the objects are const-qualified. Note that for pointer types,...
Definition TSpan.h:19