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source: orxonox.OLD/orxonox/trunk/src/lib/collision_detection/obb_tree_node.cc @ 4576

Last change on this file since 4576 was 4576, checked in by patrick, 19 years ago

orxonox/trunk: calculating box dimensions

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
17
18#include "obb_tree_node.h"
19#include "list.h"
20#include "obb.h"
21#include "vector.h"
22#include "abstract_model.h"
23
24#include <math.h>
25
26
27#define WANT_STREAM
28#define WANT_MATH
29#define WANT_FSTREAM
30
31
32#include "include.h"
33#include "newmat.h"
34#include "newmatap.h"
35#include "newmatio.h"
36
37
38
39
40using namespace std;
41
42
43/**
44   \brief standard constructor
45*/
46OBBTreeNode::OBBTreeNode () 
47{
48   this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode"); 
49
50}
51
52
53/**
54   \brief standard deconstructor
55
56*/
57OBBTreeNode::~OBBTreeNode () 
58{
59  // delete what has to be deleted here
60}
61
62
63
64/**
65   \brief creates a new BVTree or BVTree partition
66   \param depth: the depth of the tree
67   \param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle
68*/
69void OBBTreeNode::spawnBVTree(const int depth, sVec3D *verticesList, const int length)
70{
71  this->bvElement = this->createBox();
72  this->calculateBoxAttributes(this->bvElement, verticesList, length);
73  this->forkBox(this->bvElement);
74}
75
76
77OBB* OBBTreeNode::createBox()
78{
79  return new OBB();
80}
81
82
83void OBBTreeNode::calculateBoxAttributes(OBB* box, sVec3D* verticesList, int length)
84{
85  float     facelet[length];                         //!< surface area of the i'th triangle of the convex hull
86  float     face;                                    //!< surface area of the entire convex hull
87  Vector    centroid[length];                        //!< centroid of the i'th convex hull 
88  Vector    center;                                  //!< the center of the entire hull
89  Vector    p, q, r;                                 //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d
90  Vector    t1, t2;                                  //!< temporary values
91  float     covariance[3][3];                        //!< the covariance matrix
92   
93  this->numOfVertices = length;
94  this->vertices = verticesList;
95
96
97  /* fist compute all the convex hull face/facelets and centroids */
98  for(int i = 0; i < length; i+=3)          /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/
99    {
100      p = verticesList[i];
101      q = verticesList[i +1];
102      r = verticesList[i + 2];
103     
104      t1 = p - q; t2 = p - r;
105     
106      /* finding the facelet surface via cross-product */
107      facelet[i] = 0.5f * fabs( t1.cross(t2).len() );
108      /* update the entire convex hull surface */
109      face += facelet[i];
110
111      /* calculate the cetroid of the hull triangles */
112      centroid[i] = (p + q + r) * 1/3;
113      /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */
114      center += centroid[i] * facelet[i];
115    }
116  /* take the average of the centroid sum */
117  center /= face;
118
119
120 
121  /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */
122  for(int j = 0; j < 3; ++j)
123    {
124      for(int k = 0; k < 3; ++k)
125        {
126          for(int i = 0; i < length; i+=3)
127            {
128              p = verticesList[i];
129              q = verticesList[i +1];
130              r = verticesList[i + 2];
131
132              covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j]* p[k] +
133                                                                q[j] * q[k] + r[j]*r[k]) - center[j] * center[k];
134            }
135        }
136    }
137
138 
139  printf("Covariance Matrix:\n");
140  for(int j = 0; j < 3; ++j)
141    {
142      printf(" |");
143      for(int k = 0; k < 3; ++k)
144        {
145          printf(" \b%f ", covariance[j][k]);
146        }
147      printf(" |\n");
148    }
149  printf("center: %f, %f, %f\n\n", center.x, center.y, center.z);
150
151   
152  for(int i = 0; i < 3; ++i)
153    {
154   
155      box->covarianceMatrix[i][0] = covariance[i][0];
156      box->covarianceMatrix[i][1] = covariance[i][1];
157      box->covarianceMatrix[i][3] = covariance[i][2];
158    }
159  *box->center = center;
160
161
162  /* now getting spanning vectors of the sub-space:
163     the eigenvectors of a symmertric matrix, such as the
164     covarience matrix are mutually orthogonal.
165     after normalizing them, they can be used as a the basis
166     vectors
167  */
168  Matrix                V(3,3);                               //!< for eigenvectors
169  DiagonalMatrix        D(3);                                 //!< for eigenvalues   
170  SymmetricMatrix       C(3);                                 //!< for the covariance symmetrical matrix
171  Vector**              axis = new Vector*[3];                //!< the references to the obb axis
172 
173  C(1,1) = covariance[0][0];
174  C(1,2) = covariance[0][1];
175  C(1,3) = covariance[0][2];
176  C(2,1) = covariance[1][0];   
177  C(2,2) = covariance[1][1];
178  C(2,3) = covariance[1][2]; 
179  C(3,1) = covariance[2][0];
180  C(3,2) = covariance[2][1];
181  C(3,3) = covariance[2][2];
182
183  Jacobi(C, D, V);                                            /* do the jacobi decomposition */
184
185  printf("we got a result! YES: \n");
186
187  for(int j = 1; j < 4; ++j)
188  {
189    printf(" |");
190    for(int k = 1; k < 4; ++k)
191    {
192      printf(" \b%f ", V(j, k));
193    }
194    printf(" |\n");
195  }
196
197  axis[0] = new Vector(V(1, 1), V(2, 1), V(3, 1));
198  axis[1] = new Vector(V(1, 2), V(2, 2), V(3, 2));
199  axis[2] = new Vector(V(1, 3), V(2, 3), V(3, 3));
200  box->axis = axis;
201 
202  printf("eigenvector: %f, %f, %f\n", V(1, 1), V(2, 1), V(3, 1));
203  printf("eigenvector: %f, %f, %f\n", V(1, 2), V(2, 2), V(3, 2));
204  printf("eigenvector: %f, %f, %f\n", V(1, 3), V(2, 3), V(3, 3));
205
206
207  /* now get the axis length */
208  Line                ax1(*box->center, *box->axis[0]);      //!< the the axis representation
209  Line                ax2(*box->center, *box->axis[1]);      //!< the the axis representation
210  Line                ax3(*box->center, *box->axis[2]);      //!< the the axis representation
211 
212
213 
214}
215
216
217void OBBTreeNode::forkBox(OBB* box)
218{
219  /* get the longest axis of the box */
220  float aLength = -1.0f;
221  int axisNr = 0;
222  for(int i = 0; i < 3; ++i)
223    {
224      if( aLength < box->axis[i]->len())
225        {
226          aLength = box->axis[i]->len();
227          axisNr = i;
228        }
229    }
230 
231  /* get the closest vertex near the center */
232 
233}
234
235
236void OBBTreeNode::collideWith(const BVTree &tree)
237{}
238
239
240void OBBTreeNode::drawBV(int currentDepth, const int depth) const
241{
242  glColor3f(1.0, 1.0, 1.0);
243  glBegin(GL_TRIANGLES);
244  for(int i = 0; i < this->numOfVertices; ++i)
245    {
246      glVertex3f(this->vertices[i][0], this->vertices[i][1], this->vertices[i][2]);
247      //printf("v(%f, %f, %f)\n", this->vertices[i][0], this->vertices[i][1], this->vertices[i][2]);
248    }
249  glEnd();
250}
251
252
253void OBBTreeNode::drawBVPolygon(int currentDepth, const int depth) const
254{
255  this->bvElement->axis;
256 
257  //glBegin(GL_TRIANGLE);
258  //glVertex3f(this->bvElement->center );
259  //glEnd();
260}
261
262
263void OBBTreeNode::drawBVBlended(int currentDepth, const int depth) const
264{}
265
266
267void OBBTreeNode::debug()
268{
269
270  /*
271  for(int i = 0; i < length; i++)
272    {
273      printf("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]);
274    }
275  */
276}
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