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source: orxonox.OLD/orxonox/trunk/src/lib/collision_detection/obb_tree_node.cc @ 4573

Last change on this file since 4573 was 4573, checked in by patrick, 19 years ago

orxonox/trunk: now working on the obb axis alignement

File size: 6.4 KB
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[4541]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_node.h"
[4542]19#include "list.h"
20#include "obb.h"
[4544]21#include "vector.h"
[4550]22#include "abstract_model.h"
[4541]23
[4543]24#include <math.h>
25
[4572]26
27#define WANT_STREAM
28#define WANT_MATH
29#define WANT_FSTREAM
30
31
32#include "include.h"
33#include "newmat.h"
34#include "newmatap.h"
35#include "newmatio.h"
36
37
38
39
[4541]40using namespace std;
41
42
43/**
44   \brief standard constructor
45*/
46OBBTreeNode::OBBTreeNode () 
47{
48   this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode"); 
49
50}
51
52
53/**
54   \brief standard deconstructor
55
56*/
57OBBTreeNode::~OBBTreeNode () 
58{
59  // delete what has to be deleted here
60}
61
62
[4542]63
64/**
65   \brief creates a new BVTree or BVTree partition
66   \param depth: the depth of the tree
67   \param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle
68*/
[4544]69void OBBTreeNode::spawnBVTree(const int depth, sVec3D *verticesList, const int length)
[4542]70{
[4557]71  this->bvElement = this->createBox();
[4560]72  this->calculateBoxAttributes(this->bvElement, verticesList, length);
73  this->forkBox(this->bvElement);
[4557]74}
75
76
77OBB* OBBTreeNode::createBox()
78{
79  return new OBB();
80}
81
82
[4560]83void OBBTreeNode::calculateBoxAttributes(OBB* box, sVec3D* verticesList, int length)
[4557]84{
[4543]85  float     facelet[length];                         //!< surface area of the i'th triangle of the convex hull
86  float     face;                                    //!< surface area of the entire convex hull
[4545]87  Vector    centroid[length];                        //!< centroid of the i'th convex hull 
[4557]88  Vector    center;                                  //!< the center of the entire hull
[4544]89  Vector    p, q, r;                                 //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d
[4545]90  Vector    t1, t2;                                  //!< temporary values
[4562]91  float     covariance[3][3];                        //!< the covariance matrix
[4545]92   
[4553]93  this->numOfVertices = length;
94  this->vertices = verticesList;
95
[4562]96
[4545]97  /* fist compute all the convex hull face/facelets and centroids */
98  for(int i = 0; i < length; i+=3)          /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/
[4542]99    {
[4553]100      p = verticesList[i];
101      q = verticesList[i +1];
102      r = verticesList[i + 2];
[4544]103     
104      t1 = p - q; t2 = p - r;
105     
106      /* finding the facelet surface via cross-product */
107      facelet[i] = 0.5f * fabs( t1.cross(t2).len() );
108      /* update the entire convex hull surface */
109      face += facelet[i];
[4545]110
111      /* calculate the cetroid of the hull triangles */
112      centroid[i] = (p + q + r) * 1/3;
113      /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */
[4557]114      center += centroid[i] * facelet[i];
[4542]115    }
[4545]116  /* take the average of the centroid sum */
[4557]117  center /= face;
[4562]118
119
[4545]120 
121  /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */
122  for(int j = 0; j < 3; ++j)
123    {
124      for(int k = 0; k < 3; ++k)
125        {
126          for(int i = 0; i < length; i+=3)
127            {
[4553]128              p = verticesList[i];
129              q = verticesList[i +1];
130              r = verticesList[i + 2];
[4544]131
[4545]132              covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j]* p[k] +
[4557]133                                                                q[j] * q[k] + r[j]*r[k]) - center[j] * center[k];
[4545]134            }
135        }
136    }
[4562]137
[4557]138 
[4551]139  printf("Covariance Matrix:\n");
[4553]140  for(int j = 0; j < 3; ++j)
[4551]141    {
142      printf(" |");
143      for(int k = 0; k < 3; ++k)
144        {
145          printf(" \b%f ", covariance[j][k]);
146        }
147      printf(" |\n");
148    }
[4560]149  printf("center: %f, %f, %f\n\n", center.x, center.y, center.z);
[4553]150
[4560]151   
152  for(int i = 0; i < 3; ++i)
153    {
[4557]154   
[4560]155      box->covarianceMatrix[i][0] = covariance[i][0];
156      box->covarianceMatrix[i][1] = covariance[i][1];
157      box->covarianceMatrix[i][3] = covariance[i][2];
158    }
159  *box->center = center;
[4557]160
161
162  /* now getting spanning vectors of the sub-space:
163     the eigenvectors of a symmertric matrix, such as the
164     covarience matrix are mutually orthogonal.
165     after normalizing them, they can be used as a the basis
166     vectors
167  */
168
[4573]169  Matrix                V(3,3);                               //!< for eigenvectors
170  DiagonalMatrix        D(3);                                 //!< for eigenvalues   
171  SymmetricMatrix       C(3);                                 //!< for the covariance symmetrical matrix
172  Vector**              axis;                                 //!< the references to the obb axis
[4572]173 
[4573]174  C(1,1) = covariance[0][0];
175  C(1,2) = covariance[0][1];
176  C(1,3) = covariance[0][2];
177  C(2,1) = covariance[1][0];   
178  C(2,2) = covariance[1][1];
179  C(2,3) = covariance[1][2]; 
180  C(3,1) = covariance[2][0];
181  C(3,2) = covariance[2][1];
182  C(3,3) = covariance[2][2];
[4572]183
[4573]184  Jacobi(C, D, V);                                            /* do the jacobi decomposition */
[4572]185
[4573]186  printf("we got a result! YES: \n");
[4572]187
[4573]188  for(int j = 1; j < 4; ++j)
189  {
190    printf(" |");
191    for(int k = 1; k < 4; ++k)
192    {
193      printf(" \b%f ", V(j, k));
194    }
195    printf(" |\n");
196  }
197
198   //axis1 =
199
[4542]200}
201
202
[4557]203void OBBTreeNode::forkBox(OBB* box)
204{
205  /* get the longest axis of the box */
206  float aLength = -1.0f;
207  int axisNr = 0;
208  for(int i = 0; i < 3; ++i)
209    {
[4560]210      if( aLength < box->axis[i].len())
[4557]211        {
[4560]212          aLength = box->axis[i].len();
[4557]213          axisNr = i;
214        }
215    }
216 
217  /* get the closest vertex near the center */
218 
219}
220
221
[4542]222void OBBTreeNode::collideWith(const BVTree &tree)
223{}
224
225
226void OBBTreeNode::drawBV(int currentDepth, const int depth) const
[4553]227{
228  glColor3f(1.0, 1.0, 1.0);
229  glBegin(GL_TRIANGLES);
230  for(int i = 0; i < this->numOfVertices; ++i)
231    {
232      glVertex3f(this->vertices[i][0], this->vertices[i][1], this->vertices[i][2]);
233      //printf("v(%f, %f, %f)\n", this->vertices[i][0], this->vertices[i][1], this->vertices[i][2]);
234    }
235  glEnd();
236}
[4542]237
238
239void OBBTreeNode::drawBVPolygon(int currentDepth, const int depth) const
[4557]240{
241  this->bvElement->axis;
242 
[4560]243  //glBegin(GL_TRIANGLE);
244  //glVertex3f(this->bvElement->center );
245  //glEnd();
[4557]246}
[4542]247
248
249void OBBTreeNode::drawBVBlended(int currentDepth, const int depth) const
250{}
[4568]251
252
253void OBBTreeNode::debug()
254{
255
256  /*
257  for(int i = 0; i < length; i++)
258    {
259      printf("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]);
260    }
261  */
262}
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