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 childrenpublic: 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