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Line 46... Line 46...
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  };
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  };
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  class BSPTree 
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  class BSPTree 
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  {
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  {
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    bool b_is_build;
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    bool b_is_build;
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   public:
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    static int node_calls;
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	static int node_calls;
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    static int tri_calls;
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    static int tri_calls;
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    BSPNode* root;
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    BSPNode* root;
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    BBox bbox;
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    BBox bbox;
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    std::vector<Geometry::TriMesh*> trimesh;
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    std::vector<const Geometry::TriMesh*> trimesh;
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    std::vector<CGLA::Mat4x4f> transforms;
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    std::vector<CGLA::Mat4x4f> transforms;
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    std::vector<ISectTri> isecttris;
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    std::vector<ISectTri> isecttris;
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    std::vector<TriAccel> triaccel;
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    std::vector<TriAccel> triaccel;
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    std::vector<ISectTri*> all_objects;
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    std::vector<ISectTri*> all_objects;
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    std::vector<FastBSPNode> fast_tree;
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    std::vector<FastBSPNode> fast_tree;
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    unsigned int max_objects;
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    unsigned int max_objects;
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    unsigned int max_level;
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    unsigned int max_level;
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   public:
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    BSPTree();
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    BSPTree();
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    ~BSPTree();
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    ~BSPTree();
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    void delete_node(BSPNode *node);
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//	bool intersect2(BRender::Ray &ray, const TriAccel &acc, double t_max) const;
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    void subdivide_node(BSPNode &node, BBox &bbox, 
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			unsigned int level, 
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			std::vector<ISectTri*>& objects, 
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			std::vector<TriAccel*>& tri_objects);
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    void init();
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    void clear();
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    void init(std::vector<Geometry::TriMesh*>& trimesh, 
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    void init(std::vector<const Geometry::TriMesh*>& trimesh, 
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	      int max_objects, int max_level);
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	      int max_objects, int max_level);
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    void init(std::vector<Geometry::TriMesh*>& _trimesh, 
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    void init(std::vector<const Geometry::TriMesh*>& _trimesh, 
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	      std::vector<CGLA::Mat4x4f>& _transforms, 
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	      std::vector<CGLA::Mat4x4f>& _transforms, 
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	      int _max_objects, int _max_level);
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	      int _max_objects, int _max_level);
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    void init(Geometry::TriMesh* mesh, CGLA::Mat4x4f transform, 
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    void init(const Geometry::TriMesh* mesh, CGLA::Mat4x4f transform, 
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	      std::vector<int> &trilist, 
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	      std::vector<int> &trilist, 
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	      int _max_objects, int _max_level);
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	      int _max_objects, int _max_level);
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    void build();
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    void build();
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    bool is_build();
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    bool is_build();
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    void clear();
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    bool intersect(Ray &ray) const;
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  private:
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	void delete_node(BSPNode *node);
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//	bool intersect2(BRender::Ray &ray, const TriAccel &acc, double t_max) const;
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    void subdivide_node(BSPNode &node, BBox &bbox, 
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			unsigned int level, 
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			std::vector<ISectTri*>& objects, 
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			std::vector<TriAccel*>& tri_objects);
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    void init();
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    bool intersect_node(Ray &ray, const BSPNode &node, 
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    bool intersect_node(Ray &ray, const BSPNode &node, 
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			double t_min, double t_max) const;
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			double t_min, double t_max) const;
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    bool intersect(Ray &ray) const;
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    void print(BSPNode *node, int depth);
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    void print(BSPNode *node, int depth);
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    int size(BSPNode *node);
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    int size(BSPNode *node);
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    int size();
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    int size();
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    void BSPTree::make_fast_tree(BSPNode *node);
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    void BSPTree::make_fast_tree(BSPNode *node);