Comments (1)
Plan
- Create an Octree class to represent the scene
- Keep tree up to date when objects in the scene
- Provide basic node types that can be inserted (for objects, meshes, spheres, etc). Leaves can be oriented bounding boxes.
- Allow for inserting octtrees recursively, leaving the tree whole if it's the only node in tree. Split it up into its child nodes in the parent tree if it simplifies the traversal complexity.
- Cache transformed rays per mesh / obb that needs to be traversed so we don't have to transform the ray over and over again
- This means that the BVH nodes can live in the tree alongside the rest of the scene and be updated with minimal effort.
TODO
- How do we detect if nodes have updated? Manually mark them? Manually check matrix differences?
- Should the octtree be maintained separately from the scene? Theres no way to really know if nodes are removed or inserted into the scene, and we only care about the children.
from three-mesh-bvh.
Related Issues (20)
- MeshBVHHelper: Add an option for displaying the geometry wireframe
- Review, simplify, clean up glsl functions
- SAH can contain more than 1 triangle at leaf even when "maxLeafTris" is 1
- Set the glsl stack size more deliberately HOT 3
- Make the 0.6.9 changes backwards compatible
- De-duplicate logic in static geometry generators
- Change right child offsets to be relative to parent node
- Fix validation function for use with "indirect" bvh
- "Depth" can be stored in the node buffer which may allow for finding parent?
- MeshBVH: Allow for parallelized refit
- Perf test linear refitting HOT 1
- Make including / copying the workers easier HOT 1
- I encounter an unknown error when creating ParallelMeshBVHWorker in a Vite environment. HOT 3
- Iterative closest points algorithm implemantion using three-mesh-bvh HOT 1
- Adjusting bvh options in inspector demo seems to do nothing
- Triangle Painting - How does it work? HOT 1
- Some examples throwing an exception (Failed to construct 'URL') HOT 1
- StaticSceneGenerator: Fail gracefully when there's no geometry HOT 1
- StaticGeometryGenerator: Invert triangles if the scale is negative
- StaticGeometryGenerator: Simplify by using Mesh.getVertexPosition
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from three-mesh-bvh.