| 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_DETECTION | 
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| 17 |  | 
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| 18 | #include "obb_tree.h" | 
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| 19 | #include "obb_tree_node.h" | 
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| 20 | #include "obb.h" | 
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| 21 | #include "debug.h" | 
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| 22 | #include "compiler.h" | 
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| 23 | #include "material.h" | 
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| 24 | #include "world_entity.h" | 
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| 25 | #include "p_node.h" | 
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| 26 |  | 
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| 27 | using namespace std; | 
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| 28 |  | 
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| 29 |  | 
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| 30 | /** | 
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| 31 | *  standard constructor | 
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| 32 | */ | 
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| 33 | OBBTree::OBBTree(int depth, const modelInfo* modelInf, WorldEntity* owner) | 
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| 34 | : BVTree() | 
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| 35 | { | 
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| 36 | this->depth = depth; | 
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| 37 | this->init(); | 
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| 38 | this->spawnBVTree(*modelInf); | 
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| 39 | this->owner = owner; | 
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| 40 | } | 
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| 41 |  | 
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| 42 |  | 
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| 43 |  | 
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| 44 | void OBBTree::init() | 
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| 45 | { | 
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| 46 | this->setClassID(CL_OBB_TREE, "OBBTree"); | 
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| 47 | this->rootNode = NULL; | 
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| 48 | this->id = 0; | 
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| 49 | } | 
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| 50 |  | 
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| 51 | /** | 
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| 52 | *  standard deconstructor | 
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| 53 |  | 
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| 54 | */ | 
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| 55 | OBBTree::~OBBTree () | 
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| 56 | { | 
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| 57 | delete this->rootNode; | 
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| 58 | } | 
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| 59 |  | 
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| 60 |  | 
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| 61 | /** | 
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| 62 | *  this function creates a bv tree out of a modelInf structure | 
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| 63 | * @param modelInf the model info of a model (modelInfo), containing vertices, triangle and normal infos | 
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| 64 | */ | 
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| 65 | void OBBTree::spawnBVTree(const modelInfo& modelInf) | 
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| 66 | { | 
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| 67 | if( unlikely(this->rootNode != NULL)) | 
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| 68 | { | 
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| 69 | PRINTF(2)("The BVTree has already been spawned, flushing and respawning again...\n"); | 
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| 70 | this->flushTree(); | 
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| 71 | } | 
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| 72 | this->rootNode = new OBBTreeNode(*this, NULL, depth-1); | 
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| 73 |  | 
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| 74 | /* triangles indexes created */ | 
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| 75 | int* triangleIndexes = new int[modelInf.numTriangles]; | 
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| 76 | for( int i = 0; i < modelInf.numTriangles; ++i) | 
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| 77 | triangleIndexes[i] = i; | 
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| 78 |  | 
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| 79 | this->rootNode->spawnBVTree(modelInf, triangleIndexes, modelInf.numTriangles); | 
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| 80 | } | 
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| 81 |  | 
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| 82 |  | 
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| 83 | /** | 
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| 84 | *  release the current bv tree if any | 
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| 85 | */ | 
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| 86 | void OBBTree:: flushTree() | 
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| 87 | {} | 
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| 88 |  | 
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| 89 |  | 
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| 90 | /** | 
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| 91 | * this collides two bvtrees together. the trees are attached to pnodes Objects A and B | 
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| 92 | * @param nodeA: PNode of object A | 
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| 93 | * @param nodeB: Pnode of object B | 
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| 94 | */ | 
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| 95 | void OBBTree::collideWith(WorldEntity* entity1, WorldEntity* entity2) | 
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| 96 | { | 
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| 97 | if( likely(entity2->getOBBTree() != NULL) ) | 
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| 98 | this->rootNode->collideWith(((OBBTree*)entity2->getOBBTree())->getRootNode(), entity1, entity2); | 
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| 99 | } | 
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| 100 |  | 
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| 101 |  | 
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| 102 | /** | 
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| 103 | *  draw bv tree | 
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| 104 | */ | 
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| 105 | void OBBTree::drawBV(int depth, int drawMode) const | 
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| 106 | { | 
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| 107 | if( likely(this->rootNode != NULL)) | 
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| 108 | { | 
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| 109 | this->rootNode->drawBV(depth, drawMode); | 
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| 110 | } | 
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| 111 | } | 
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| 112 |  | 
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| 113 |  | 
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| 114 | /** | 
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| 115 | *  some debug output and creation function | 
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| 116 | * | 
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| 117 | * doesn't work at the moment | 
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| 118 | */ | 
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| 119 | void OBBTree::debug() | 
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| 120 | { | 
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| 121 | PRINT(0)("\n==============================| OBBTree::debug() |===\n"); | 
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| 122 | PRINT(0)("=  Spawning Tree: Start\n"); | 
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| 123 |  | 
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| 124 | /* generate some test vertices */ | 
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| 125 | int const length = 9; | 
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| 126 | sVec3D* vertList = new sVec3D[length]; | 
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| 127 | //   sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{0.0, 6.0, 9.0}, | 
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| 128 | //                           {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0}, | 
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| 129 | //                           {0.0, 3.0, 23.0}, {1.0, 5.0, 30.0}, {0.0, 10.0, 35.0}}; | 
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| 130 |  | 
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| 131 | sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{1.0, 5.0, 30.0}, | 
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| 132 | {0.0, 3.0, 23.0}, {0.0, 6.0, 9.0}, {0.0, 10.0, 35.0}, | 
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| 133 | {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0}}; | 
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| 134 |  | 
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| 135 | for(int i = 0; i < length; ++i) | 
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| 136 | { | 
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| 137 | vertList[i][0] = data[i][0]; | 
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| 138 | vertList[i][1] = data[i][1]; | 
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| 139 | vertList[i][2] = data[i][2]; | 
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| 140 | } | 
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| 141 |  | 
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| 142 | //   this->spawnBVTree(vertList, length); | 
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| 143 |  | 
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| 144 | PRINT(0)("=  Spawning Tree: Finished\n"); | 
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| 145 | PRINT(0)("=======================================================\n"); | 
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| 146 |  | 
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| 147 | } | 
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