1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION |
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17 | |
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18 | #include "obb_tree_node.h" |
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19 | #include "list.h" |
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20 | #include "obb.h" |
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21 | #include "obb_tree.h" |
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22 | #include "vector.h" |
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23 | #include "abstract_model.h" |
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24 | |
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25 | #include <math.h> |
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26 | |
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27 | |
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28 | #define WANT_STREAM |
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29 | #define WANT_MATH |
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30 | #define WANT_FSTREAM |
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31 | |
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32 | |
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33 | #include "include.h" |
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34 | #include "newmat.h" |
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35 | #include "newmatap.h" |
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36 | #include "newmatio.h" |
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37 | |
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38 | |
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39 | |
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40 | |
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41 | using namespace std; |
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42 | |
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43 | OBBTree* OBBTreeNode::obbTree = NULL; |
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44 | |
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45 | /** |
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46 | \brief standard constructor |
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47 | */ |
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48 | OBBTreeNode::OBBTreeNode () |
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49 | { |
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50 | this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode"); |
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51 | this->nodeLeft = NULL; |
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52 | this->nodeRight = NULL; |
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53 | } |
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54 | |
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55 | |
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56 | /** |
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57 | \brief standard deconstructor |
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58 | */ |
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59 | OBBTreeNode::~OBBTreeNode () |
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60 | { |
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61 | // delete what has to be deleted here |
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62 | } |
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63 | |
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64 | |
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65 | |
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66 | /** |
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67 | \brief creates a new BVTree or BVTree partition |
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68 | \param depth: how much more depth-steps to go: if == 1 don't go any deeper! |
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69 | \param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle |
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70 | */ |
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71 | void OBBTreeNode::spawnBVTree(const int depth, sVec3D *verticesList, const int length) |
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72 | { |
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73 | this->depth = depth; |
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74 | |
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75 | this->bvElement = this->createBox(); |
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76 | this->calculateBoxAttributes(this->bvElement, verticesList, length); |
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77 | |
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78 | if( likely( this->depth > 0)) |
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79 | { |
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80 | this->forkBox(this->bvElement); |
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81 | } |
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82 | } |
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83 | |
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84 | |
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85 | OBB* OBBTreeNode::createBox() |
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86 | { |
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87 | return new OBB(); |
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88 | } |
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89 | |
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90 | |
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91 | void OBBTreeNode::calculateBoxAttributes(OBB* box, sVec3D* verticesList, int length) |
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92 | { |
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93 | float facelet[length]; //!< surface area of the i'th triangle of the convex hull |
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94 | float face; //!< surface area of the entire convex hull |
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95 | Vector centroid[length]; //!< centroid of the i'th convex hull |
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96 | Vector center; //!< the center of the entire hull |
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97 | Vector p, q, r; //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d |
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98 | Vector t1, t2; //!< temporary values |
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99 | float covariance[3][3]; //!< the covariance matrix |
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100 | |
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101 | this->numOfVertices = length; |
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102 | this->vertices = verticesList; |
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103 | box->vertices = verticesList; |
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104 | box->numOfVertices = length; |
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105 | |
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106 | |
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107 | /* fist compute all the convex hull face/facelets and centroids */ |
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108 | for(int i = 0; i < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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109 | { |
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110 | p = verticesList[i]; |
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111 | q = verticesList[i +1]; |
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112 | r = verticesList[i + 2]; |
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113 | |
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114 | t1 = p - q; t2 = p - r; |
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115 | |
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116 | /* finding the facelet surface via cross-product */ |
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117 | facelet[i] = 0.5f * fabs( t1.cross(t2).len() ); |
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118 | /* update the entire convex hull surface */ |
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119 | face += facelet[i]; |
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120 | |
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121 | /* calculate the cetroid of the hull triangles */ |
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122 | centroid[i] = (p + q + r) * 1/3; |
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123 | /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ |
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124 | center += centroid[i] * facelet[i]; |
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125 | } |
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126 | /* take the average of the centroid sum */ |
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127 | center /= face; |
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128 | |
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129 | |
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130 | |
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131 | /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */ |
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132 | for(int j = 0; j < 3; ++j) |
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133 | { |
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134 | for(int k = 0; k < 3; ++k) |
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135 | { |
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136 | for(int i = 0; i < length; i+=3) |
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137 | { |
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138 | p = verticesList[i]; |
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139 | q = verticesList[i +1]; |
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140 | r = verticesList[i + 2]; |
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141 | |
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142 | covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j]* p[k] + |
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143 | q[j] * q[k] + r[j]*r[k]) - center[j] * center[k]; |
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144 | } |
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145 | } |
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146 | } |
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147 | |
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148 | printf("\nVertex Data:\n"); |
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149 | for(int i = 0; i < length; i++) |
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150 | { |
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151 | printf("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]); |
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152 | } |
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153 | |
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154 | printf("\nCovariance Matrix:\n"); |
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155 | for(int j = 0; j < 3; ++j) |
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156 | { |
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157 | printf(" |"); |
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158 | for(int k = 0; k < 3; ++k) |
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159 | { |
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160 | printf(" \b%f ", covariance[j][k]); |
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161 | } |
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162 | printf(" |\n"); |
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163 | } |
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164 | printf("center: %f, %f, %f\n\n", center.x, center.y, center.z); |
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165 | |
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166 | |
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167 | for(int i = 0; i < 3; ++i) |
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168 | { |
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169 | |
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170 | box->covarianceMatrix[i][0] = covariance[i][0]; |
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171 | box->covarianceMatrix[i][1] = covariance[i][1]; |
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172 | box->covarianceMatrix[i][3] = covariance[i][2]; |
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173 | } |
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174 | *box->center = center; |
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175 | |
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176 | |
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177 | /* now getting spanning vectors of the sub-space: |
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178 | the eigenvectors of a symmertric matrix, such as the |
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179 | covarience matrix are mutually orthogonal. |
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180 | after normalizing them, they can be used as a the basis |
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181 | vectors |
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182 | */ |
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183 | Matrix V(3,3); //!< for eigenvectors |
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184 | DiagonalMatrix D(3); //!< for eigenvalues |
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185 | SymmetricMatrix C(3); //!< for the covariance symmetrical matrix |
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186 | Vector** axis = new Vector*[3]; //!< the references to the obb axis |
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187 | |
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188 | C(1,1) = covariance[0][0]; |
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189 | C(1,2) = covariance[0][1]; |
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190 | C(1,3) = covariance[0][2]; |
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191 | C(2,1) = covariance[1][0]; |
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192 | C(2,2) = covariance[1][1]; |
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193 | C(2,3) = covariance[1][2]; |
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194 | C(3,1) = covariance[2][0]; |
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195 | C(3,2) = covariance[2][1]; |
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196 | C(3,3) = covariance[2][2]; |
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197 | |
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198 | Jacobi(C, D, V); /* do the jacobi decomposition */ |
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199 | |
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200 | printf("\nwe got a result! YES: \n"); |
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201 | |
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202 | for(int j = 1; j < 4; ++j) |
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203 | { |
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204 | printf(" |"); |
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205 | for(int k = 1; k < 4; ++k) |
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206 | { |
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207 | printf(" \b%f ", V(j, k)); |
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208 | } |
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209 | printf(" |\n"); |
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210 | } |
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211 | |
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212 | axis[0] = new Vector(V(1, 1), V(2, 1), V(3, 1)); |
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213 | axis[1] = new Vector(V(1, 2), V(2, 2), V(3, 2)); |
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214 | axis[2] = new Vector(V(1, 3), V(2, 3), V(3, 3)); |
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215 | box->axis = axis; |
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216 | |
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217 | printf("\neigenvector: %f, %f, %f\n", box->axis[0]->x, box->axis[0]->y, box->axis[0]->z); |
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218 | printf("eigenvector: %f, %f, %f\n", box->axis[1]->x, box->axis[1]->y, box->axis[1]->z); |
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219 | printf("eigenvector: %f, %f, %f\n", box->axis[2]->x, box->axis[2]->y, box->axis[2]->z); |
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220 | |
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221 | |
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222 | /* now get the axis length */ |
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223 | Line ax[3]; //!< the axis |
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224 | float* halfLength = new float[3]; //!< half length of the axis |
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225 | float tmpLength; //!< tmp save point for the length |
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226 | Plane p0(*box->axis[0], *box->center); //!< the axis planes |
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227 | Plane p1(*box->axis[1], *box->center); |
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228 | Plane p2(*box->axis[2], *box->center); |
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229 | |
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230 | halfLength[0] = -1.0f; |
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231 | for(int j = 0; j < length; ++j) |
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232 | { |
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233 | tmpLength = fabs(p0.distancePoint(vertices[j])); |
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234 | if( tmpLength > halfLength[0]) |
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235 | halfLength[0] = tmpLength; |
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236 | } |
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237 | |
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238 | halfLength[1] = -1.0f; |
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239 | for(int j = 0; j < length; ++j) |
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240 | { |
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241 | tmpLength = fabs(p1.distancePoint(vertices[j])); |
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242 | if( tmpLength > halfLength[1]) |
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243 | halfLength[1] = tmpLength; |
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244 | } |
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245 | |
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246 | halfLength[2] = -1.0f; |
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247 | for(int j = 0; j < length; ++j) |
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248 | { |
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249 | tmpLength = fabs(p2.distancePoint(vertices[j])); |
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250 | if( tmpLength > halfLength[2]) |
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251 | halfLength[2] = tmpLength; |
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252 | } |
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253 | |
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254 | box->halfLength = halfLength; |
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255 | |
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256 | |
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257 | printf("\nwe got length: \n"); |
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258 | for(int i = 0; i < 3; ++i) |
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259 | printf("length[%i] = %f\n", i, box->halfLength[i]); |
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260 | } |
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261 | |
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262 | |
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263 | |
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264 | /** |
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265 | \brief this separates an ob-box in the middle |
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266 | \param box: the box to separate |
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267 | |
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268 | this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis |
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269 | */ |
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270 | void OBBTreeNode::forkBox(OBB* box) |
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271 | { |
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272 | /* get the longest axis of the box */ |
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273 | float aLength = -1.0f; //!< the length of the longest axis |
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274 | int axisIndex = 0; //!< this is the nr of the longest axis |
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275 | |
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276 | for(int i = 0; i < 3; ++i) |
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277 | { |
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278 | if( aLength < box->halfLength[i]) |
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279 | { |
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280 | aLength = box->halfLength[i]; |
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281 | axisIndex = i; |
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282 | } |
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283 | } |
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284 | |
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285 | printf("\nlongest axis is: nr %i with a half-length of: %f\n", axisIndex, aLength); |
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286 | |
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287 | |
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288 | /* get the closest vertex near the center */ |
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289 | float dist = 999999.0f; //!< the smallest distance to each vertex |
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290 | float tmpDist; //!< temporary distance |
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291 | int vertexIndex; |
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292 | Plane middlePlane(*box->axis[axisIndex], *box->center); //!< the middle plane |
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293 | |
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294 | for(int i = 0; i < box->numOfVertices; ++i) |
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295 | { |
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296 | tmpDist = fabs(middlePlane.distancePoint(box->vertices[i])); |
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297 | if( tmpDist < dist) |
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298 | { |
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299 | dist = tmpDist; |
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300 | vertexIndex = i; |
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301 | } |
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302 | } |
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303 | |
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304 | printf("\nthe clostest vertex is nr: %i, with a dist of: %f\n", vertexIndex ,dist); |
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305 | |
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306 | |
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307 | /* now definin the separation plane through this specified nearest point and partition |
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308 | the points depending on which side they are located |
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309 | */ |
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310 | Plane separationPlane(*box->axis[axisIndex], box->vertices[vertexIndex]); //!< separation plane |
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311 | tList<sVec3D> partition1; //!< the vertex partition 1 |
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312 | tList<sVec3D> partition2; //!< the vertex partition 2 |
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313 | |
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314 | for(int i = 0; i < box->numOfVertices; ++i) |
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315 | { |
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316 | if( separationPlane.distancePoint(box->vertices[i]) > 0.0f) |
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317 | partition1.add(&box->vertices[i]); |
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318 | else |
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319 | partition2.add(&box->vertices[i]); |
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320 | } |
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321 | partition1.add(&box->vertices[vertexIndex]); |
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322 | |
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323 | printf("\npartition1: got %i vertices/ partition 2: got %i vertices\n", partition1.getSize(), partition2.getSize()); |
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324 | |
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325 | |
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326 | /* now comes the separation into two different sVec3D arrays */ |
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327 | tIterator<sVec3D>* iterator; //!< the iterator to go through the lists |
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328 | sVec3D* element; //!< the elements |
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329 | int index; //!< index storage place |
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330 | sVec3D* vertList1; //!< the vertex list 1 |
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331 | sVec3D* vertList2; //!< the vertex list 2 |
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332 | |
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333 | vertList1 = new sVec3D[partition1.getSize()]; |
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334 | vertList2 = new sVec3D[partition2.getSize()]; |
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335 | |
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336 | iterator = partition1.getIterator(); |
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337 | element = iterator->nextElement(); |
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338 | index = 0; |
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339 | while( element != NULL) |
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340 | { |
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341 | vertList1[index][0] = element[0][0]; |
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342 | vertList1[index][1] = element[0][1]; |
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343 | vertList1[index][2] = element[0][2]; |
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344 | ++index; |
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345 | element = iterator->nextElement(); |
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346 | } |
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347 | |
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348 | printf("\npartition 1:\n"); |
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349 | for(int i = 0; i < partition1.getSize(); ++i) |
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350 | { |
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351 | printf("v[%i][0] = %f\n", i, vertList1[i][0]); |
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352 | printf("v[%i][1] = %f\n", i, vertList1[i][1]); |
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353 | printf("v[%i][2] = %f\n", i, vertList1[i][2]); |
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354 | } |
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355 | |
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356 | iterator = partition2.getIterator(); |
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357 | element = iterator->nextElement(); |
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358 | index = 0; |
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359 | while( element != NULL) |
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360 | { |
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361 | vertList2[index][0] = element[0][0]; |
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362 | vertList2[index][1] = element[0][1]; |
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363 | vertList2[index][2] = element[0][2]; |
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364 | ++index; |
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365 | element = iterator->nextElement(); |
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366 | } |
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367 | |
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368 | printf("\npartition 2:\n"); |
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369 | for(int i = 0; i < partition2.getSize(); ++i) |
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370 | { |
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371 | printf("v[%i][0] = %f\n", i, vertList2[i][0]); |
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372 | printf("v[%i][1] = %f\n", i, vertList2[i][1]); |
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373 | printf("v[%i][2] = %f\n", i, vertList2[i][2]); |
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374 | } |
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375 | |
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376 | /* now spawn the obb tree: create the nodes and descent */ |
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377 | OBBTreeNode* node1 = new OBBTreeNode(); |
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378 | OBBTreeNode* node2 = new OBBTreeNode(); |
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379 | |
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380 | this->nodeLeft = node1; |
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381 | this->nodeRight = node2; |
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382 | |
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383 | this->nodeLeft->spawnBVTree(depth - 1, vertList1, partition1.getSize()); |
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384 | this->nodeRight->spawnBVTree(depth - 1, vertList2, partition2.getSize()); |
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385 | } |
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386 | |
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387 | |
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388 | void OBBTreeNode::collideWith(const BVTree &tree) |
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389 | {} |
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390 | |
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391 | |
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392 | void OBBTreeNode::drawBV(int depth) const |
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393 | { |
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394 | glBegin(GL_TRIANGLES); |
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395 | glColor3f(1.0, 1.0, 1.0); |
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396 | for(int i = 0; i < this->bvElement->numOfVertices; ++i) |
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397 | { |
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398 | glVertex3f(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]); |
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399 | //printf("v(%f, %f, %f)\n", this->vertices[i][0], this->vertices[i][1], this->vertices[i][2]); |
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400 | } |
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401 | glEnd(); |
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402 | //this->drawBVPolygon(depth); |
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403 | } |
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404 | |
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405 | |
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406 | void OBBTreeNode::drawBVPolygon(int depth) const |
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407 | { |
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408 | //OBBTree::material->select(); |
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409 | |
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410 | this->obbTree->getMaterial(depth)->select(); |
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411 | |
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412 | /* draw world axes */ |
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413 | // glBegin(GL_LINES); |
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414 | // glColor3f(0.0, 0.4, 0.3); |
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415 | // glVertex3f(0.0, 0.0, 0.0); |
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416 | // glVertex3f(3.0, 0.0, 0.0); |
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417 | // |
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418 | // glVertex3f(0.0, 0.0, 0.0); |
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419 | // glVertex3f(0.0, 3.0, 0.0); |
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420 | // |
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421 | // glVertex3f(0.0, 0.0, 0.0); |
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422 | // glVertex3f(0.0, 0.0, 3.0); |
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423 | // glEnd(); |
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424 | |
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425 | |
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426 | |
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427 | /* draw the obb axes */ |
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428 | // glBegin(GL_LINES); |
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429 | // glColor3f(0.0, 0.4, 0.3); |
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430 | // glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
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431 | // glVertex3f(this->bvElement->center->x + this->bvElement->axis[0]->x * this->bvElement->halfLength[0], |
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432 | // this->bvElement->center->y + this->bvElement->axis[0]->y * this->bvElement->halfLength[0], |
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433 | // this->bvElement->center->z + this->bvElement->axis[0]->z * this->bvElement->halfLength[0]); |
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434 | // |
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435 | // glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
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436 | // glVertex3f(this->bvElement->center->x + this->bvElement->axis[1]->x * this->bvElement->halfLength[1], |
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437 | // this->bvElement->center->y + this->bvElement->axis[1]->y * this->bvElement->halfLength[1], |
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438 | // this->bvElement->center->z + this->bvElement->axis[1]->z * this->bvElement->halfLength[1]); |
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439 | // |
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440 | // glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
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441 | // glVertex3f(this->bvElement->center->x + this->bvElement->axis[2]->x * this->bvElement->halfLength[2], |
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442 | // this->bvElement->center->y + this->bvElement->axis[2]->y * this->bvElement->halfLength[2], |
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443 | // this->bvElement->center->z + this->bvElement->axis[2]->z * this->bvElement->halfLength[2]); |
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444 | // glEnd(); |
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445 | |
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446 | |
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447 | Vector cen = *this->bvElement->center; |
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448 | Vector** axis = this->bvElement->axis; |
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449 | float* len = this->bvElement->halfLength; |
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450 | |
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451 | /* draw bounding box */ |
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452 | glBegin(GL_LINE_LOOP); |
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453 | glColor3f(0.3, 0.4, 0.7); |
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454 | glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], |
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455 | cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], |
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456 | cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]); |
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457 | glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], |
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458 | cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], |
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459 | cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); |
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460 | glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2], |
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461 | cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2], |
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462 | cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]); |
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463 | glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2], |
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464 | cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2], |
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465 | cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]); |
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466 | glEnd(); |
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467 | |
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468 | glBegin(GL_LINE_LOOP); |
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469 | glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2], |
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470 | cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2], |
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471 | cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]); |
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472 | glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2], |
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473 | cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2], |
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474 | cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]); |
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475 | glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2], |
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476 | cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2], |
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477 | cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]); |
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478 | glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2], |
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479 | cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2], |
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480 | cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]); |
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481 | glEnd(); |
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482 | |
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483 | glBegin(GL_LINE_LOOP); |
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484 | glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2], |
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485 | cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2], |
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486 | cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]); |
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487 | glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2], |
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488 | cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2], |
---|
489 | cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]); |
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490 | glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], |
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491 | cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], |
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492 | cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); |
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493 | glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], |
---|
494 | cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], |
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495 | cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]); |
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496 | glEnd(); |
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497 | |
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498 | glBegin(GL_LINE_LOOP); |
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499 | glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], |
---|
500 | cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], |
---|
501 | cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); |
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502 | glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], |
---|
503 | cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], |
---|
504 | cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]); |
---|
505 | glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], |
---|
506 | cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], |
---|
507 | cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]); |
---|
508 | glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], |
---|
509 | cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], |
---|
510 | cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); |
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511 | glEnd(); |
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512 | |
---|
513 | /* |
---|
514 | glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], |
---|
515 | cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], |
---|
516 | cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); |
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517 | glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], |
---|
518 | cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], |
---|
519 | cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]);*/ |
---|
520 | |
---|
521 | |
---|
522 | glEnd(); |
---|
523 | |
---|
524 | if( this->nodeLeft != NULL && depth != 0 ) |
---|
525 | this->nodeLeft->drawBVPolygon(depth - 1); |
---|
526 | if( this->nodeRight != NULL && depth != 0) |
---|
527 | this->nodeRight->drawBVPolygon(depth - 1); |
---|
528 | |
---|
529 | } |
---|
530 | |
---|
531 | |
---|
532 | void OBBTreeNode::drawBVBlended(int depth) const |
---|
533 | {} |
---|
534 | |
---|
535 | |
---|
536 | void OBBTreeNode::debug() |
---|
537 | { |
---|
538 | |
---|
539 | /* |
---|
540 | for(int i = 0; i < length; i++) |
---|
541 | { |
---|
542 | printf("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]); |
---|
543 | } |
---|
544 | */ |
---|
545 | } |
---|