src/kdtree.cc
branchpyrit
changeset 22 76b7bd51d64a
parent 21 79b516a3803d
child 23 7e258561a690
--- a/src/kdtree.cc	Fri Nov 30 00:44:51 2007 +0100
+++ b/src/kdtree.cc	Mon Dec 03 01:49:23 2007 +0100
@@ -35,10 +35,10 @@
 class SplitPos
 {
 public:
-	float pos;
+	Float pos;
 	int lnum, rnum;
 	SplitPos(): pos(0.0), lnum(0), rnum(0) {};
-	SplitPos(float &aPos): pos(aPos), lnum(0), rnum(0) {};
+	SplitPos(Float &aPos): pos(aPos), lnum(0), rnum(0) {};
 	friend bool operator<(const SplitPos& a, const SplitPos& b)
 		{ return a.pos < b.pos; };
 	friend bool operator==(const SplitPos& a, const SplitPos& b)
@@ -54,9 +54,9 @@
 {
 public:
 	KdNode* node; /* pointer to far child */
-	float t; /* the entry/exit signed distance */
+	Float t; /* the entry/exit signed distance */
 	Vector3 pb; /* the coordinates of entry/exit point */
-	StackElem(KdNode *anode, const float &at, const Vector3 &apb):
+	StackElem(KdNode *anode, const Float &at, const Vector3 &apb):
 		node(anode), t(at), pb(apb) {};
 };
 
@@ -81,7 +81,7 @@
 };
 
 Shape *Container::nearest_intersection(const Shape *origin_shape, const Ray &ray,
-	float &nearest_distance)
+	Float &nearest_distance)
 {
 	Shape *nearest_shape = NULL;
 	ShapeList::iterator shape;
@@ -183,9 +183,9 @@
 	}
 
 	// choose best split pos
-	const float K = 1.4; // constant, K = cost of traversal / cost of ray-triangle intersection
-	float SAV = 2*(bbox.w()*bbox.h() + bbox.w()*bbox.d() + bbox.h()*bbox.d()); // surface area of node
-	float cost = SAV * (K + shapes->size()); // initial cost = non-split cost
+	const Float K = 1.4; // constant, K = cost of traversal / cost of ray-triangle intersection
+	Float SAV = 2*(bbox.w()*bbox.h() + bbox.w()*bbox.d() + bbox.h()*bbox.d()); // surface area of node
+	Float cost = SAV * (K + shapes->size()); // initial cost = non-split cost
 	SplitPos *splitpos = NULL;
 	bool leaf = true;
 	BBox lbb = bbox;
@@ -195,9 +195,9 @@
 		// calculate SAH cost of this split
 		lbb.H.cell[axis] = spl->pos;
 		rbb.L.cell[axis] = spl->pos;
-		float SAL = 2*(lbb.w()*lbb.h() + lbb.w()*lbb.d() + lbb.h()*lbb.d());
-		float SAR = 2*(rbb.w()*rbb.h() + rbb.w()*rbb.d() + rbb.h()*rbb.d());
-		float splitcost = K + SAL/SAV*(K+spl->lnum) + SAR/SAV*(K+spl->rnum);
+		Float SAL = 2*(lbb.w()*lbb.h() + lbb.w()*lbb.d() + lbb.h()*lbb.d());
+		Float SAR = 2*(rbb.w()*rbb.h() + rbb.w()*rbb.d() + rbb.h()*rbb.d());
+		Float splitcost = K + SAL/SAV*(K+spl->lnum) + SAR/SAV*(K+spl->rnum);
 
 		if (splitcost < cost)
 		{
@@ -237,8 +237,8 @@
 #endif
 
 	split = splitpos->pos;
-	float lnum = splitpos->lnum;
-	float rnum = splitpos->rnum;
+	Float lnum = splitpos->lnum;
+	Float rnum = splitpos->rnum;
 
 	// split this node
 	delete shapes;
@@ -315,10 +315,10 @@
 
 /* algorithm by Vlastimil Havran, Heuristic Ray Shooting Algorithms, appendix C */
 Shape *KdTree::nearest_intersection(const Shape *origin_shape, const Ray &ray,
-	float &nearest_distance)
+	Float &nearest_distance)
 {
-	float a, b; /* entry/exit signed distance */
-	float t;    /* signed distance to the splitting plane */
+	Float a, b; /* entry/exit signed distance */
+	Float t;    /* signed distance to the splitting plane */
 
 	/* if we have no tree, fall back to naive test */
 	if (!built)
@@ -352,7 +352,7 @@
 		while (!node->isLeaf())
 		{
 			/* retrieve position of splitting plane */
-			float splitVal = node->getSplit();
+			Float splitVal = node->getSplit();
 			short axis = node->getAxis();
 
 			if (enPt->pb[axis] <= splitVal)
@@ -401,7 +401,7 @@
 		/* "intersect ray with each object in the object list, discarding "
 		"those lying before stack[enPt].t or farther than stack[exPt].t" */
 		Shape *nearest_shape = NULL;
-		float dist = exPt->t;
+		Float dist = exPt->t;
 		ShapeList::iterator shape;
 		for (shape = node->shapes->begin(); shape != node->shapes->end(); shape++)
 			if (*shape != origin_shape && (*shape)->intersect(ray, dist)