public: // note .. maybe this can be attached to another node structure? // depends which works best for cache. struct ItemPairs { struct Link { void set(BVHHandle h, void *ud) { handle = h; userdata = ud; } BVHHandle handle; void *userdata; }; void clear() { num_pairs = 0; extended_pairs.reset(); expanded_aabb = BOUNDS(); } BOUNDS expanded_aabb; // maybe we can just use the number in the vector TODO int32_t num_pairs; LocalVector extended_pairs; void add_pair_to(BVHHandle h, void *p_userdata) { Link temp; temp.set(h, p_userdata); extended_pairs.push_back(temp); num_pairs++; } uint32_t find_pair_to(BVHHandle h) const { for (int n = 0; n < num_pairs; n++) { if (extended_pairs[n].handle == h) { return n; } } return -1; } bool contains_pair_to(BVHHandle h) const { return find_pair_to(h) != BVHCommon::INVALID; } // return success void *remove_pair_to(BVHHandle h) { void *userdata = nullptr; for (int n = 0; n < num_pairs; n++) { if (extended_pairs[n].handle == h) { userdata = extended_pairs[n].userdata; extended_pairs.remove_unordered(n); num_pairs--; break; } } return userdata; } // experiment : scale the pairing expansion by the number of pairs. // when the number of pairs is high, the density is high and a lower collision margin is better. // when there are few local pairs, a larger margin is more optimal. real_t scale_expansion_margin(real_t p_margin) const { real_t x = (real_t)num_pairs * (real_t)(1.0 / 9.0); x = MIN(x, 1.0); x = 1 - x; return p_margin * x; } };