new virtual Shape::intersect_bbox
implementation of triangle-AABB intersection
octree building updated and simplified with help of this new method
octree made default for Python, it's currently much faster than kd-tree (both building and traversal)
#!/usr/bin/python
import sys
sys.path.append(open('ModulePath').read().strip())
from raytracer import Raytracer, Material, Box, Sphere, Light
#, SphericalLight
import Image
rt = Raytracer()
light1 = Light(position=(0.0, 4.0, -3.0), colour=(0.9, 0.3, 0.6))
rt.addlight(light1)
#light2 = SphericalLight(position=(-2.0, 5.0, 1.0), radius=3.0, colour=(0.7, 1.0, 0.3))
light2 = Light(position=(-2.0, -4.0, -1.0), colour=(0.7, 1.0, 0.3))
rt.addlight(light2)
light2 = Light(position=(2.0, 5.0, 1.0), colour=(0.8, 0.9, 1.0))
rt.addlight(light2)
mat0 = Material(colour=(0.1, 0.2, 0.9))
box = Box(L=(-20.0, -2.2, -20.0), H=(20.0, -2.0, 20.0), material=mat0)
rt.addshape(box)
mat1 = Material(colour=(1.0, 0.2, 0.1))
mat1.setReflectivity(0.7)
bigsphere = Sphere(centre=(2.0, 1.0, -5.0), radius=2.5, material=mat1)
# reflection=0.6)
rt.addshape(bigsphere)
mat2 = Material(colour=(0.1, 0.7, 1.0))
smallsphere = Sphere(centre=(-5.5, 0.5, -8.0), radius=2.0, material=mat2)
# reflection=1.0, diffuse=0.1)
rt.addshape(smallsphere)
mat3 = Material(colour=(0.9, 0.9, 1.0))
mat3.setPhong(0.2, 1.0, 0.2)
mat3.setTransmissivity(0.9)
mat3.setReflectivity(0.0)
for i in range(10):
sph = Sphere(centre=(-5.0+i, -1.5, -4.0), radius=0.5, material=mat3)
rt.addshape(sph)
rendersize = (800, 600)
data = rt.render(rendersize)
img = Image.fromstring("RGB", rendersize, data)
img.save('demo.png')