octree traversal rewritten to avoid recursion
reenabled -O3 optimizations (was accidentaly disabled, now it traces even faster! :-))
realtime_bunny: added FPS counter, fixed a bug in ply loader
min3 and max3 templates added to common.h
/*
* Pyrit Ray Tracer
* file: octree.h
*
* Radek Brich, 2006-2007
*/
#ifndef OCTREE_H
#define OCTREE_H
#include "container.h"
#include "vector.h"
#include "scene.h"
using namespace std;
class OctreeNode
{
OctreeNode *children; // pointer to first of eight children
public:
ShapeList *shapes; // pointer to shape array, if this is leaf
OctreeNode() : children(NULL) { shapes = new ShapeList(); };
~OctreeNode();
bool isLeaf() { return shapes != NULL; };
OctreeNode *getChild(const int num) { return children+num; };
void addShape(Shape* aShape) { shapes->push_back(aShape); };
void subdivide(BBox bbox, int maxdepth);
};
class Octree: public Container
{
OctreeNode *root;
bool built;
int max_depth;
public:
Octree() : Container(), root(NULL), built(false), max_depth(10) {};
~Octree() { if (root) delete root; };
void addShape(Shape* aShape) { Container::addShape(aShape); built = false; };
Shape *nearest_intersection(const Shape *origin_shape, const Ray &ray,
Float &nearest_distance);
void optimize() { build(); };
void build();
void save(ostream &str, OctreeNode *node = NULL) {};
void load(istream &str, OctreeNode *node = NULL) {};
void setMaxDepth(int md) { max_depth = md; };
};
#endif