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source: orxonox.OLD/orxonox/trunk/src/lib/collision_detection/obb_tree_node.cc @ 4617

Last change on this file since 4617 was 4617, checked in by patrick, 19 years ago

orxonox/trunk: now the depth obb tree calculation works

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[4588]1/*
[4541]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
[4617]11### File Specific:
[4541]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"
[4616]21#include "obb_tree.h"
[4544]22#include "vector.h"
[4550]23#include "abstract_model.h"
[4541]24
[4543]25#include <math.h>
26
[4572]27
28#define WANT_STREAM
29#define WANT_MATH
30#define WANT_FSTREAM
31
32
33#include "include.h"
34#include "newmat.h"
35#include "newmatap.h"
36#include "newmatio.h"
37
38
39
40
[4541]41using namespace std;
42
43
44/**
45   \brief standard constructor
[4617]46 */
[4588]47OBBTreeNode::OBBTreeNode ()
[4541]48{
[4617]49  this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode");
[4541]50
51}
52
53
54/**
55   \brief standard deconstructor
[4617]56 */
[4588]57OBBTreeNode::~OBBTreeNode ()
[4541]58{
59  // delete what has to be deleted here
60}
61
62
[4542]63
64/**
65   \brief creates a new BVTree or BVTree partition
[4614]66   \param depth: how much more depth-steps to go: if == 1 don't go any deeper!
[4542]67   \param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle
[4617]68 */
[4544]69void OBBTreeNode::spawnBVTree(const int depth, sVec3D *verticesList, const int length)
[4542]70{
[4614]71  this->depth = depth;
72
[4617]73  this->bvElement = this->createBox();
74  this->calculateBoxAttributes(this->bvElement, verticesList, length);
75
[4614]76  if( likely( this->depth > 0))
77  {
78    this->forkBox(this->bvElement);
79  }
[4557]80}
81
82
83OBB* OBBTreeNode::createBox()
84{
85  return new OBB();
86}
87
88
[4560]89void OBBTreeNode::calculateBoxAttributes(OBB* box, sVec3D* verticesList, int length)
[4557]90{
[4543]91  float     facelet[length];                         //!< surface area of the i'th triangle of the convex hull
92  float     face;                                    //!< surface area of the entire convex hull
[4588]93  Vector    centroid[length];                        //!< centroid of the i'th convex hull
[4557]94  Vector    center;                                  //!< the center of the entire hull
[4544]95  Vector    p, q, r;                                 //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d
[4545]96  Vector    t1, t2;                                  //!< temporary values
[4562]97  float     covariance[3][3];                        //!< the covariance matrix
[4588]98
[4553]99  this->numOfVertices = length;
100  this->vertices = verticesList;
[4588]101  box->vertices = verticesList;
102  box->numOfVertices = length;
[4553]103
[4562]104
[4545]105  /* fist compute all the convex hull face/facelets and centroids */
106  for(int i = 0; i < length; i+=3)          /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/
[4617]107  {
108    p = verticesList[i];
109    q = verticesList[i +1];
110    r = verticesList[i + 2];
[4588]111
[4617]112    t1 = p - q; t2 = p - r;
[4588]113
[4617]114    /* finding the facelet surface via cross-product */
115    facelet[i] = 0.5f * fabs( t1.cross(t2).len() );
116    /* update the entire convex hull surface */
117    face += facelet[i];
[4545]118
[4617]119    /* calculate the cetroid of the hull triangles */
120    centroid[i] = (p + q + r) * 1/3;
121    /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */
122    center += centroid[i] * facelet[i];
123  }
[4545]124  /* take the average of the centroid sum */
[4557]125  center /= face;
[4562]126
127
[4588]128
[4545]129  /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */
130  for(int j = 0; j < 3; ++j)
[4617]131  {
132    for(int k = 0; k < 3; ++k)
[4545]133    {
[4617]134      for(int i = 0; i < length; i+=3)
135      {
136        p = verticesList[i];
137        q = verticesList[i +1];
138        r = verticesList[i + 2];
[4544]139
[4617]140        covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j]* p[k] +
141            q[j] * q[k] + r[j]*r[k]) - center[j] * center[k];
142      }
[4545]143    }
[4617]144  }
[4562]145
[4617]146  printf("\nVertex Data:\n");
147  for(int i = 0; i < length; i++)
148  {
149    printf("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]);
150  }
[4588]151
[4578]152  printf("\nCovariance Matrix:\n");
[4553]153  for(int j = 0; j < 3; ++j)
[4617]154  {
155    printf(" |");
156    for(int k = 0; k < 3; ++k)
[4551]157    {
[4617]158      printf(" \b%f ", covariance[j][k]);
[4551]159    }
[4617]160    printf(" |\n");
161  }
[4560]162  printf("center: %f, %f, %f\n\n", center.x, center.y, center.z);
[4553]163
[4588]164
[4560]165  for(int i = 0; i < 3; ++i)
[4617]166  {
[4588]167
[4617]168    box->covarianceMatrix[i][0] = covariance[i][0];
169    box->covarianceMatrix[i][1] = covariance[i][1];
170    box->covarianceMatrix[i][3] = covariance[i][2];
171  }
[4560]172  *box->center = center;
[4557]173
174
175  /* now getting spanning vectors of the sub-space:
[4617]176  the eigenvectors of a symmertric matrix, such as the
177  covarience matrix are mutually orthogonal.
178  after normalizing them, they can be used as a the basis
179  vectors
[4557]180  */
[4573]181  Matrix                V(3,3);                               //!< for eigenvectors
[4588]182  DiagonalMatrix        D(3);                                 //!< for eigenvalues
[4573]183  SymmetricMatrix       C(3);                                 //!< for the covariance symmetrical matrix
[4576]184  Vector**              axis = new Vector*[3];                //!< the references to the obb axis
[4588]185
[4573]186  C(1,1) = covariance[0][0];
187  C(1,2) = covariance[0][1];
188  C(1,3) = covariance[0][2];
[4588]189  C(2,1) = covariance[1][0];
[4573]190  C(2,2) = covariance[1][1];
[4588]191  C(2,3) = covariance[1][2];
[4573]192  C(3,1) = covariance[2][0];
193  C(3,2) = covariance[2][1];
194  C(3,3) = covariance[2][2];
[4572]195
[4573]196  Jacobi(C, D, V);                                            /* do the jacobi decomposition */
[4572]197
[4609]198  printf("\nwe got a result! YES: \n");
[4572]199
[4573]200  for(int j = 1; j < 4; ++j)
201  {
202    printf(" |");
203    for(int k = 1; k < 4; ++k)
204    {
205      printf(" \b%f ", V(j, k));
206    }
207    printf(" |\n");
208  }
209
[4576]210  axis[0] = new Vector(V(1, 1), V(2, 1), V(3, 1));
211  axis[1] = new Vector(V(1, 2), V(2, 2), V(3, 2));
212  axis[2] = new Vector(V(1, 3), V(2, 3), V(3, 3));
213  box->axis = axis;
[4588]214
[4609]215  printf("\neigenvector: %f, %f, %f\n", box->axis[0]->x, box->axis[0]->y, box->axis[0]->z);
[4586]216  printf("eigenvector: %f, %f, %f\n", box->axis[1]->x, box->axis[1]->y, box->axis[1]->z);
217  printf("eigenvector: %f, %f, %f\n", box->axis[2]->x, box->axis[2]->y, box->axis[2]->z);
[4573]218
[4588]219
[4576]220  /* now get the axis length */
[4578]221  Line                ax[3];                                 //!< the axis
222  float*              halfLength = new float[3];             //!< half length of the axis
223  float               tmpLength;                             //!< tmp save point for the length
[4609]224  Plane               p0(*box->axis[0], *box->center);       //!< the axis planes
225  Plane               p1(*box->axis[1], *box->center);
226  Plane               p2(*box->axis[2], *box->center);
[4588]227
[4589]228  halfLength[0] = -1.0f;
[4585]229  for(int j = 0; j < length; ++j)
[4578]230  {
[4589]231    tmpLength = fabs(p0.distancePoint(vertices[j]));
[4585]232    if( tmpLength > halfLength[0])
233      halfLength[0] = tmpLength;
[4578]234  }
235
[4589]236  halfLength[1] = -1.0f;
[4585]237  for(int j = 0; j < length; ++j)
238  {
[4589]239    tmpLength = fabs(p1.distancePoint(vertices[j]));
[4585]240    if( tmpLength > halfLength[1])
241      halfLength[1] = tmpLength;
242  }
243
[4589]244  halfLength[2] = -1.0f;
[4585]245  for(int j = 0; j < length; ++j)
246  {
[4589]247    tmpLength = fabs(p2.distancePoint(vertices[j]));
[4585]248    if( tmpLength > halfLength[2])
249      halfLength[2] = tmpLength;
250  }
251
[4586]252  box->halfLength = halfLength;
[4585]253
[4588]254
[4609]255  printf("\nwe got length: \n");
[4578]256  for(int i = 0; i < 3; ++i)
[4586]257    printf("length[%i] = %f\n", i, box->halfLength[i]);
[4542]258}
259
260
[4609]261
262/**
263  \brief this separates an ob-box in the middle
264  \param box: the box to separate
265
266  this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis
267 */
[4557]268void OBBTreeNode::forkBox(OBB* box)
269{
270  /* get the longest axis of the box */
[4609]271  float               aLength = -1.0f;                     //!< the length of the longest axis
272  int                 axisIndex = 0;                       //!< this is the nr of the longest axis
273
[4557]274  for(int i = 0; i < 3; ++i)
[4609]275  {
276    if( aLength < box->halfLength[i])
[4557]277    {
[4609]278      aLength = box->halfLength[i];
279      axisIndex = i;
[4557]280    }
[4609]281  }
[4588]282
[4609]283  printf("\nlongest axis is: nr %i with a half-length of: %f\n", axisIndex, aLength);
284
285
[4557]286  /* get the closest vertex near the center */
[4611]287  float               dist = 999999.0f;                    //!< the smallest distance to each vertex
[4609]288  float               tmpDist;                             //!< temporary distance
289  int                 vertexIndex;
[4611]290  Plane               middlePlane(*box->axis[axisIndex], *box->center); //!< the middle plane
[4588]291
[4609]292  for(int i = 0; i < box->numOfVertices; ++i)
293  {
[4611]294    tmpDist = fabs(middlePlane.distancePoint(box->vertices[i]));
295    if( tmpDist < dist)
296    {
[4609]297      dist = tmpDist;
[4611]298      vertexIndex = i;
299    }
[4609]300  }
301
302  printf("\nthe clostest vertex is nr: %i, with a dist of: %f\n", vertexIndex ,dist);
303
304
[4611]305  /* now definin the separation plane through this specified nearest point and partition
[4617]306  the points depending on which side they are located
[4611]307  */
308  Plane              separationPlane(*box->axis[axisIndex], box->vertices[vertexIndex]);  //!< separation plane
309  tList<sVec3D>      partition1;                           //!< the vertex partition 1
310  tList<sVec3D>      partition2;                           //!< the vertex partition 2
311
[4612]312  for(int i = 0; i < box->numOfVertices; ++i)
313  {
314    if( separationPlane.distancePoint(box->vertices[i]) > 0.0f)
315      partition1.add(&box->vertices[i]);
316    else
317      partition2.add(&box->vertices[i]);
318  }
[4613]319  partition1.add(&box->vertices[vertexIndex]);
[4611]320
[4612]321  printf("\npartition1: got %i vertices/ partition 2: got %i vertices\n", partition1.getSize(), partition2.getSize());
322
[4613]323
324  /* now comes the separation into two different sVec3D arrays */
325  tIterator<sVec3D>* iterator;                             //!< the iterator to go through the lists
326  sVec3D*            element;                              //!< the elements
327  int                index;                                //!< index storage place
328  sVec3D*            vertList1;                            //!< the vertex list 1
329  sVec3D*            vertList2;                            //!< the vertex list 2
330
331  vertList1 = new sVec3D[partition1.getSize()];
332  vertList2 = new sVec3D[partition2.getSize()];
333
334  iterator = partition1.getIterator();
335  element = iterator->nextElement();
336  index = 0;
337  while( element != NULL)
338  {
339    vertList1[index][0] = element[0][0];
340    vertList1[index][1] = element[0][1];
341    vertList1[index][2] = element[0][2];
342    ++index;
343    element = iterator->nextElement();
344  }
345
346  printf("\npartition 1:\n");
347  for(int i = 0; i < partition1.getSize(); ++i)
348  {
349    printf("v[%i][0] = %f\n", i, vertList1[i][0]);
350    printf("v[%i][1] = %f\n", i, vertList1[i][1]);
351    printf("v[%i][2] = %f\n", i, vertList1[i][2]);
352  }
353
354  iterator = partition2.getIterator();
355  element = iterator->nextElement();
356  index = 0;
357  while( element != NULL)
358  {
359    vertList2[index][0] = element[0][0];
360    vertList2[index][1] = element[0][1];
361    vertList2[index][2] = element[0][2];
362    ++index;
363    element = iterator->nextElement();
364  }
365
366  printf("\npartition 2:\n");
367  for(int i = 0; i < partition2.getSize(); ++i)
368  {
369    printf("v[%i][0] = %f\n", i, vertList2[i][0]);
370    printf("v[%i][1] = %f\n", i, vertList2[i][1]);
371    printf("v[%i][2] = %f\n", i, vertList2[i][2]);
372  }
373
[4614]374  /* now spawn the obb tree: create the nodes and descent */
375  OBBTreeNode*       node1 = new OBBTreeNode();
376  OBBTreeNode*       node2 = new OBBTreeNode();
377
378  this->nodeLeft = node1;
379  this->nodeRight = node2;
380
[4617]381  this->nodeLeft->spawnBVTree(depth - 1, vertList1, partition1.getSize());
382  this->nodeRight->spawnBVTree(depth - 1, vertList2, partition2.getSize());
[4557]383}
384
385
[4542]386void OBBTreeNode::collideWith(const BVTree &tree)
387{}
388
389
390void OBBTreeNode::drawBV(int currentDepth, const int depth) const
[4553]391{
[4615]392//   glBegin(GL_LINE_LOOP);
393//   glColor3f(1.0, 1.0, 1.0);
394//   for(int i = 0; i < this->bvElement->numOfVertices; ++i)
395//     {
396//       glVertex3f(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]);
397//       //printf("v(%f, %f, %f)\n", this->vertices[i][0], this->vertices[i][1], this->vertices[i][2]);
398//     }
399//   glEnd();
[4617]400  //this->drawBVPolygon(currentDepth, depth);
[4553]401}
[4542]402
403
404void OBBTreeNode::drawBVPolygon(int currentDepth, const int depth) const
[4557]405{
[4588]406
[4616]407  OBBTree::material->select();
408
[4589]409  /* draw world axes */
410  glBegin(GL_LINES);
411  glColor3f(0.0, 0.4, 0.3);
412  glVertex3f(0.0, 0.0, 0.0);
413  glVertex3f(3.0, 0.0, 0.0);
414
415  glVertex3f(0.0, 0.0, 0.0);
416  glVertex3f(0.0, 3.0, 0.0);
417
418  glVertex3f(0.0, 0.0, 0.0);
419  glVertex3f(0.0, 0.0, 3.0);
420  glEnd();
421
422
423
[4588]424  /* draw the obb axes */
[4581]425  glBegin(GL_LINES);
426  glColor3f(0.0, 0.4, 0.3);
427  glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z);
[4586]428  glVertex3f(this->bvElement->center->x + this->bvElement->axis[0]->x * this->bvElement->halfLength[0],
429             this->bvElement->center->y + this->bvElement->axis[0]->y * this->bvElement->halfLength[0],
430             this->bvElement->center->z + this->bvElement->axis[0]->z * this->bvElement->halfLength[0]);
[4588]431
[4581]432  glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z);
[4586]433  glVertex3f(this->bvElement->center->x + this->bvElement->axis[1]->x * this->bvElement->halfLength[1],
434             this->bvElement->center->y + this->bvElement->axis[1]->y * this->bvElement->halfLength[1],
435             this->bvElement->center->z + this->bvElement->axis[1]->z * this->bvElement->halfLength[1]);
[4581]436
437  glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z);
[4586]438  glVertex3f(this->bvElement->center->x + this->bvElement->axis[2]->x * this->bvElement->halfLength[2],
439             this->bvElement->center->y + this->bvElement->axis[2]->y * this->bvElement->halfLength[2],
440             this->bvElement->center->z + this->bvElement->axis[2]->z * this->bvElement->halfLength[2]);
[4581]441  glEnd();
[4588]442
443
444  Vector cen = *this->bvElement->center;
445  Vector** axis = this->bvElement->axis;
446  float* len = this->bvElement->halfLength;
447
448  /* draw bounding box */
449  glBegin(GL_LINE_LOOP);
450  glColor3f(0.3, 0.4, 0.7);
451  glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2],
452             cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2],
453             cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]);
454  glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2],
455             cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2],
456             cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]);
457  glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2],
458             cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2],
459             cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]);
460  glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2],
461             cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2],
462             cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]);
463  glEnd();
464
465  glBegin(GL_LINE_LOOP);
466  glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2],
467             cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2],
468             cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]);
469  glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2],
470             cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2],
471             cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]);
472  glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2],
473             cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2],
474             cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]);
475  glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2],
476             cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2],
477             cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]);
478  glEnd();
479
480  glBegin(GL_LINE_LOOP);
481  glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2],
482             cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2],
483             cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]);
484  glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2],
485             cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2],
486             cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]);
487  glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2],
488             cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2],
489             cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]);
490  glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2],
491             cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2],
492             cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]);
493  glEnd();
494
495  glBegin(GL_LINE_LOOP);
496  glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2],
497             cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2],
498             cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]);
499  glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2],
500             cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2],
501             cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]);
502  glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2],
503             cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2],
504             cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]);
505  glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2],
506             cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2],
507             cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]);
508  glEnd();
509
510/*
511  glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2],
[4617]512  cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2],
513  cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]);
[4588]514  glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2],
[4617]515  cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2],
516  cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]);*/
[4588]517
518
519  glEnd();
520
521
[4557]522}
[4542]523
524
525void OBBTreeNode::drawBVBlended(int currentDepth, const int depth) const
526{}
[4568]527
528
529void OBBTreeNode::debug()
530{
531
532  /*
533  for(int i = 0; i < length; i++)
[4617]534  {
535  printf("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]);
536}
[4568]537  */
538}
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