ADD: BVH Selection ongoing
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@@ -115,6 +115,17 @@ public:
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float scene_update_time = 0.f;
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} stats;
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struct PickingDebug
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{
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bool usedMeshBVH = false;
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bool meshBVHHit = false;
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bool meshBVHFallbackBox = false;
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uint32_t meshBVHPrimCount = 0;
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uint32_t meshBVHNodeCount = 0;
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};
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const PickingDebug &getPickingDebug() const { return pickingDebug; }
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private:
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EngineContext *_context = nullptr;
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@@ -126,4 +137,6 @@ private:
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std::unordered_map<std::string, std::shared_ptr<Node> > loadedNodes;
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std::unordered_map<std::string, MeshInstance> dynamicMeshInstances;
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std::unordered_map<std::string, GLTFInstance> dynamicGLTFInstances;
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PickingDebug pickingDebug{};
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};
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