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)
/* * 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