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source: orxonox.OLD/branches/cd_merge/src/lib/collision_detection/obb_tree.cc @ 6890

Last change on this file since 6890 was 6890, checked in by patrick, 18 years ago

cd_merge: comipiles again. major interface adjustements

File size: 3.4 KB
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[4573]1/*
[4510]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:
[4511]12   main-programmer: Patrick Boenzli
[4510]13   co-programmer: ...
14*/
15
[6657]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION
[4510]17
[4511]18#include "obb_tree.h"
[4550]19#include "obb_tree_node.h"
[4531]20#include "obb.h"
[4546]21#include "debug.h"
[4550]22#include "compiler.h"
[4616]23#include "material.h"
[5026]24#include "world_entity.h"
[4700]25#include "p_node.h"
[4510]26
27using namespace std;
28
29
30/**
[4836]31 *  standard constructor
[4510]32*/
[6890]33OBBTree::OBBTree(int depth, const modelInfo* modelInf)
[6657]34  : BVTree()
[4510]35{
[6657]36  this->depth = depth;
[4682]37  this->init();
[6890]38  this->spawnBVTree(*modelInf);
[4682]39}
40
41
42
43void OBBTree::init()
44{
[4616]45  this->setClassID(CL_OBB_TREE, "OBBTree");
[5115]46  this->rootNode = NULL;
[4638]47  this->id = 0;
[4510]48}
49
50/**
[4836]51 *  standard deconstructor
[4510]52
53*/
[4573]54OBBTree::~OBBTree ()
[4510]55{
[4814]56  delete this->rootNode;
[4510]57}
[4528]58
59
[6657]60/**
61 *  this function creates a bv tree out of a modelInf structure
62 * @param modelInf the model info of a model (modelInfo), containing vertices, triangle and normal infos
63 */
64void OBBTree::spawnBVTree(const modelInfo& modelInf)
[4531]65{
[4551]66  if( unlikely(this->rootNode != NULL))
[5684]67  {
68    PRINTF(2)("The BVTree has already been spawned, flushing and respawning again...\n");
69    this->flushTree();
70  }
[6657]71  this->rootNode = new OBBTreeNode(*this, NULL, depth-1);
72
73  /* triangles indexes created */
74  int* triangleIndexes = new int[modelInf.numTriangles];
75  for( int i = 0; i < modelInf.numTriangles; ++i)
76    triangleIndexes[i] = i;
77
78  this->rootNode->spawnBVTree(modelInf, triangleIndexes, modelInf.numTriangles);
[5684]79}
80
81
[6657]82/**
83 *  release the current bv tree if any
84 */
[4528]85void OBBTree:: flushTree()
86{}
87
88
[5026]89/**
90 * this collides two bvtrees together. the trees are attached to pnodes Objects A and B
91 * @param nodeA: PNode of object A
92 * @param nodeB: Pnode of object B
93 */
[6890]94void OBBTree::collideWith(WorldEntity* entity1, WorldEntity* entity2) const
[4695]95{
[6890]96  if( likely(entity2->getOBBTree() != NULL) )
97    this->rootNode->collideWith(((OBBTree*)entity2->getOBBTree())->getRootNode(), entity1, entity2);
[4695]98}
[4528]99
100
[6657]101/**
102 *  draw bv tree
103 */
[4635]104void OBBTree::drawBV(int depth, int drawMode) const
[4550]105{
106  if( likely(this->rootNode != NULL))
[4581]107  {
[4635]108    this->rootNode->drawBV(depth, drawMode);
[4581]109  }
[4550]110}
[4528]111
112
[6657]113/**
114 *  some debug output and creation function
115 *
116 * doesn't work at the moment
117 */
[4546]118void OBBTree::debug()
119{
120  PRINT(0)("\n==============================| OBBTree::debug() |===\n");
121  PRINT(0)("=  Spawning Tree: Start\n");
[4573]122
[4551]123  /* generate some test vertices */
[4638]124  int const length = 9;
[4589]125  sVec3D* vertList = new sVec3D[length];
[4668]126//   sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{0.0, 6.0, 9.0},
127//                           {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0},
128//                           {0.0, 3.0, 23.0}, {1.0, 5.0, 30.0}, {0.0, 10.0, 35.0}};
[4551]129
[4668]130  sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{1.0, 5.0, 30.0},
131                          {0.0, 3.0, 23.0}, {0.0, 6.0, 9.0}, {0.0, 10.0, 35.0},
132                          {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0}};
133
[4589]134  for(int i = 0; i < length; ++i)
[4553]135    {
136      vertList[i][0] = data[i][0];
137      vertList[i][1] = data[i][1];
138      vertList[i][2] = data[i][2];
139    }
140
[6657]141//   this->spawnBVTree(vertList, length);
[4551]142
[4546]143  PRINT(0)("=  Spawning Tree: Finished\n");
[4573]144  PRINT(0)("=======================================================\n");
[4546]145
146}
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