| 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.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 "p_node.h" |
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| 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | |
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| 29 | /** |
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| 30 | * standard constructor |
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| 31 | */ |
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| 32 | OBBTree::OBBTree () |
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| 33 | { |
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| 34 | this->init(); |
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| 35 | } |
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| 36 | |
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| 37 | OBBTree::OBBTree(int depth, sVec3D *verticesList, const int length) |
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| 38 | { |
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| 39 | this->init(); |
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| 40 | this->spawnBVTree(depth, verticesList, length); |
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| 41 | } |
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| 42 | |
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| 43 | |
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| 44 | |
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| 45 | void OBBTree::init() |
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| 46 | { |
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| 47 | this->setClassID(CL_OBB_TREE, "OBBTree"); |
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| 48 | |
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| 49 | material = new Material*[5]; |
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| 50 | for(int i = 0; i < 5; ++i) |
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| 51 | { |
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| 52 | material[i] = new Material(); |
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| 53 | material[i]->setIllum(3); |
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| 54 | } |
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| 55 | material[0]->setAmbient(0.0, 0.3, 0.0); |
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| 56 | material[1]->setAmbient(0.4, 0.0, 0.2); |
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| 57 | material[2]->setAmbient(1.0, 0.0, 0.0); |
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| 58 | material[3]->setAmbient(5.0, 3.0, 1.0); |
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| 59 | material[4]->setAmbient(1.0, 0.0, 7.0); |
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| 60 | |
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| 61 | |
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| 62 | transparentMaterial = new Material*[5]; |
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| 63 | for(int i = 0; i < 5; ++i) |
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| 64 | { |
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| 65 | transparentMaterial[i] = new Material(); |
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| 66 | transparentMaterial[i]->setIllum(3); |
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| 67 | transparentMaterial[i]->setTransparency(0.2); |
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| 68 | } |
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| 69 | transparentMaterial[0]->setAmbient(0.0, 0.3, 0.0); |
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| 70 | transparentMaterial[1]->setAmbient(0.4, 0.0, 0.2); |
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| 71 | transparentMaterial[2]->setAmbient(1.0, 0.0, 0.0); |
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| 72 | transparentMaterial[3]->setAmbient(5.0, 3.0, 1.0); |
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| 73 | transparentMaterial[4]->setAmbient(1.0, 0.0, 7.0); |
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| 74 | |
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| 75 | this->collisionMaterial = new Material(); |
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| 76 | this->collisionMaterial->setIllum(5); |
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| 77 | this->collisionMaterial->setTransparency(0.5); |
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| 78 | this->collisionMaterial->setAmbient(1.0, 1.0, 1.0); |
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| 79 | |
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| 80 | this->id = 0; |
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| 81 | } |
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| 82 | |
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| 83 | /** |
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| 84 | * standard deconstructor |
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| 85 | |
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| 86 | */ |
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| 87 | OBBTree::~OBBTree () |
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| 88 | { |
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| 89 | delete this->rootNode; |
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| 90 | } |
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| 91 | |
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| 92 | |
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| 93 | void OBBTree::spawnBVTree(int depth, sVec3D *verticesList, const int length) |
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| 94 | { |
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| 95 | if( unlikely(this->rootNode != NULL)) |
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| 96 | { |
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| 97 | PRINTF(2)("The BVTree has already been spawned, flushing and respawning again...\n"); |
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| 98 | this->flushTree(); |
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| 99 | } |
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| 100 | OBBTreeNode* node = new OBBTreeNode(); |
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| 101 | this->rootNode = node; |
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| 102 | this->rootNode->setTreeRef(this); |
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| 103 | this->rootNode->spawnBVTree(--depth, verticesList, length); |
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| 104 | } |
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| 105 | |
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| 106 | |
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| 107 | void OBBTree:: flushTree() |
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| 108 | {} |
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| 109 | |
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| 110 | |
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| 111 | void OBBTree::collideWith(BVTree* tree, PNode* nodeA, PNode* nodeB) |
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| 112 | { |
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| 113 | this->rootNode->collideWith(((OBBTree*)tree)->getRootNode(), nodeA, nodeB); |
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| 114 | } |
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| 115 | |
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| 116 | |
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| 117 | void OBBTree::drawBV(int depth, int drawMode) const |
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| 118 | { |
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| 119 | if( likely(this->rootNode != NULL)) |
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| 120 | { |
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| 121 | this->rootNode->drawBV(depth, drawMode); |
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| 122 | } |
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| 123 | } |
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| 124 | |
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| 125 | |
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| 126 | |
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| 127 | void OBBTree::debug() |
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| 128 | { |
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| 129 | PRINT(0)("\n==============================| OBBTree::debug() |===\n"); |
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| 130 | PRINT(0)("= Spawning Tree: Start\n"); |
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| 131 | |
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| 132 | /* generate some test vertices */ |
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| 133 | int const length = 9; |
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| 134 | sVec3D* vertList = new sVec3D[length]; |
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| 135 | // 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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| 136 | // {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0}, |
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| 137 | // {0.0, 3.0, 23.0}, {1.0, 5.0, 30.0}, {0.0, 10.0, 35.0}}; |
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| 138 | |
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| 139 | 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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| 140 | {0.0, 3.0, 23.0}, {0.0, 6.0, 9.0}, {0.0, 10.0, 35.0}, |
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| 141 | {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0}}; |
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| 142 | |
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| 143 | for(int i = 0; i < length; ++i) |
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| 144 | { |
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| 145 | vertList[i][0] = data[i][0]; |
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| 146 | vertList[i][1] = data[i][1]; |
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| 147 | vertList[i][2] = data[i][2]; |
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| 148 | } |
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| 149 | |
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| 150 | this->spawnBVTree(3, vertList, length); |
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| 151 | |
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| 152 | PRINT(0)("= Spawning Tree: Finished\n"); |
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| 153 | PRINT(0)("=======================================================\n"); |
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| 154 | |
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| 155 | } |
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