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engine/lightingSystem/sgBinaryVolumePartitionTree.cc
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36
engine/lightingSystem/sgBinaryVolumePartitionTree.cc
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//---------------------------------------------------------------
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// Synapse Gaming - Binary Volume Partition Tree
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// Copyright <20> Synapse Gaming 2004 - 2005
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// Written by John Kabus
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//
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// Overview:
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// The Binary Volume Partition Tree (BVPT) is a hybrid of the
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// BSP and Oct-tree spacial partitioning schemes that combines
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// the strengths of both into a system that can efficiently
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// processes large amounts of geometry and geometry with large
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// surface area, which allows optimal handling of both brush
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// and mesh geometry.
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//
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// Similar to Oct-tree partitioning, BVPT splits the geometric
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// 'world' into equal volumes and each volume into sub-volumes
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// creating a tree that assigns each surface or object into the
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// smallest volume that completely contains it.
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//
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// The main disadvantage to using Oct-trees is that all geometry
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// that rides the border between *any* two octants is maintained
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// by the parent volume, which means the geometry is used every
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// time the parent volume is traversed regardless of the
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// relationship to the requested octant.
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//
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// BVPT avoids Oct-tree inefficiencies by splitting volumes in
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// half (instead of into eighths). Because of this all geometry
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// maintained by the parent volume spans both of the two sub-volumes,
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// meaning that the parent geometry has a definite relationship
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// to the requested sub-volume.
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//---------------------------------------------------------------
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#include "lightingSystem/sgBinaryVolumePartitionTree.h"
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