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source: orxonox.OLD/orxonox/trunk/src/lib/collision_detection/obb_tree.cc @ 5027

Last change on this file since 5027 was 5027, checked in by patrick, 19 years ago

orxonox/trunk: object-object collision detection enabled. there is no feedback jet

File size: 4.2 KB
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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.h"
19#include "obb_tree_node.h"
20#include "obb.h"
21#include "debug.h"
22#include "compiler.h"
23#include "material.h"
24#include "world_entity.h"
25#include "p_node.h"
26
27using namespace std;
28
29
30/**
31 *  standard constructor
32*/
33OBBTree::OBBTree ()
34{
35  this->init();
36}
37
38OBBTree::OBBTree(int depth, sVec3D *verticesList, const int length)
39{
40  this->init();
41  this->spawnBVTree(depth, verticesList, length);
42}
43
44
45
46void OBBTree::init()
47{
48  this->setClassID(CL_OBB_TREE, "OBBTree");
49
50  material = new Material*[5];
51  for(int i = 0; i < 5; ++i)
52  {
53    material[i] = new Material();
54    material[i]->setIllum(3);
55  }
56  material[0]->setAmbient(0.0, 0.3, 0.0);
57  material[1]->setAmbient(0.4, 0.0, 0.2);
58  material[2]->setAmbient(1.0, 0.0, 0.0);
59  material[3]->setAmbient(5.0, 3.0, 1.0);
60  material[4]->setAmbient(1.0, 0.0, 7.0);
61
62
63  transparentMaterial = new Material*[5];
64  for(int i = 0; i < 5; ++i)
65  {
66    transparentMaterial[i] = new Material();
67    transparentMaterial[i]->setIllum(3);
68    transparentMaterial[i]->setTransparency(0.2);
69  }
70  transparentMaterial[0]->setAmbient(0.0, 0.3, 0.0);
71  transparentMaterial[1]->setAmbient(0.4, 0.0, 0.2);
72  transparentMaterial[2]->setAmbient(1.0, 0.0, 0.0);
73  transparentMaterial[3]->setAmbient(5.0, 3.0, 1.0);
74  transparentMaterial[4]->setAmbient(1.0, 0.0, 7.0);
75
76  this->collisionMaterial = new Material();
77  this->collisionMaterial->setIllum(5);
78  this->collisionMaterial->setTransparency(0.5);
79  this->collisionMaterial->setAmbient(1.0, 1.0, 1.0);
80
81  this->id = 0;
82}
83
84/**
85 *  standard deconstructor
86
87*/
88OBBTree::~OBBTree ()
89{
90  delete this->rootNode;
91}
92
93
94void OBBTree::spawnBVTree(int depth, sVec3D *verticesList, const int length)
95{
96  if( unlikely(this->rootNode != NULL))
97    {
98      PRINTF(2)("The BVTree has already been spawned, flushing and respawning again...\n");
99      this->flushTree();
100    }
101  OBBTreeNode* node = new OBBTreeNode();
102  this->rootNode = node;
103  this->rootNode->setTreeRef(this);
104  this->rootNode->spawnBVTree(--depth, verticesList, length);
105}
106
107
108void OBBTree:: flushTree()
109{}
110
111
112void OBBTree::collideWith(WorldEntity* entity1, WorldEntity* entity2)
113{
114  if( likely(entity2->getOBBTree() != NULL) )
115    this->rootNode->collideWith(((OBBTree*)entity2->getOBBTree())->getRootNode(), (PNode*)entity1, (PNode*)entity2);
116}
117
118
119/**
120 * this collides two bvtrees together. the trees are attached to pnodes Objects A and B
121 * @param tree: the other tree to collide with (Object B)
122 * @param nodeA: PNode of object A
123 * @param nodeB: Pnode of object B
124 */
125void OBBTree::collideWith(BVTree* tree, PNode* nodeA, PNode* nodeB)
126{
127  this->rootNode->collideWith(((OBBTree*)tree)->getRootNode(), nodeA, nodeB);
128}
129
130
131void OBBTree::drawBV(int depth, int drawMode) const
132{
133  if( likely(this->rootNode != NULL))
134  {
135    this->rootNode->drawBV(depth, drawMode);
136  }
137}
138
139
140
141void OBBTree::debug()
142{
143  PRINT(0)("\n==============================| OBBTree::debug() |===\n");
144  PRINT(0)("=  Spawning Tree: Start\n");
145
146  /* generate some test vertices */
147  int const length = 9;
148  sVec3D* vertList = new sVec3D[length];
149//   sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{0.0, 6.0, 9.0},
150//                           {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0},
151//                           {0.0, 3.0, 23.0}, {1.0, 5.0, 30.0}, {0.0, 10.0, 35.0}};
152
153  sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{1.0, 5.0, 30.0},
154                          {0.0, 3.0, 23.0}, {0.0, 6.0, 9.0}, {0.0, 10.0, 35.0},
155                          {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0}};
156
157  for(int i = 0; i < length; ++i)
158    {
159      vertList[i][0] = data[i][0];
160      vertList[i][1] = data[i][1];
161      vertList[i][2] = data[i][2];
162    }
163
164  this->spawnBVTree(3, vertList, length);
165
166  PRINT(0)("=  Spawning Tree: Finished\n");
167  PRINT(0)("=======================================================\n");
168
169}
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