C++ demos: prepare infrastructure, add spheres_shadow.cc
rename Ray::a to Ray::o
KdNode::shapes changed to pointer and added to union together with *children (to save memory)
#ifndef KDTREE_H
#define KDTREE_H
#include <vector>
#include <iostream>
#include <fstream>
#include "scene.h"
using namespace std;
class ShapeList: public vector<Shape*>
{
};
class Container
{
protected:
BBox bbox;
public:
ShapeList shapes;
Container(): bbox(), shapes() {};
virtual ~Container() {};
virtual void addShape(Shape* aShape);
//void addShapeNoExtend(Shape* aShape) { shapes.push_back(aShape); };
virtual Shape *nearest_intersection(const Shape *origin_shape, const Ray &ray,
float &nearest_distance);
virtual void optimize() {};
};
class KdNode
{
float split;
short axis; /* 0,1,2 => x,y,z; 3 => leaf */
public:
union {
KdNode *children;
ShapeList *shapes;
};
KdNode() : axis(3) { shapes = new ShapeList(); };
void setAxis(short aAxis) { axis = aAxis; };
short getAxis() { return axis; };
void setSplit(float aSplit) { split = aSplit; };
float getSplit() { return split; };
void setLeaf() { axis = 3; };
bool isLeaf() { return axis == 3; };
KdNode *getLeftChild() { return children; };
KdNode *getRightChild() { return children+1; };
void addShape(Shape* aShape) { shapes->push_back(aShape); };
void subdivide(BBox bbox, int depth);
};
class KdTree: public Container
{
KdNode *root;
bool built;
public:
KdTree() : Container(), built(false) {};
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, KdNode *node = NULL);
void load(istream &str, KdNode *node = NULL);
};
#endif