/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION #include "obb_tree_node.h" #include "list.h" #include "obb.h" #include "vector.h" #include using namespace std; /** \brief standard constructor */ OBBTreeNode::OBBTreeNode () { this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode"); } /** \brief standard deconstructor */ OBBTreeNode::~OBBTreeNode () { // delete what has to be deleted here } /** \brief creates a new BVTree or BVTree partition \param depth: the depth of the tree \param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle */ void OBBTreeNode::spawnBVTree(const int depth, sVec3D *verticesList, const int length) { float facelet[length]; //!< surface area of the i'th triangle of the convex hull float face; //!< surface area of the entire convex hull Vector centroid[length]; //!< centroid of the i'th convex hull Vector centre; //!< the centre of the entire hull OBB* obb = new OBB(); //!< the new obb to add Vector p, q, r; //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d Vector t1, t2; //!< temporary values float covariance[3][3]; //!< the covariance matrix /* fist compute all the convex hull face/facelets and centroids */ for(int i = 0; i < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ { p = *(verticesList + i); q = *(verticesList + i + 1); r = *(verticesList + i + 2); t1 = p - q; t2 = p - r; /* finding the facelet surface via cross-product */ facelet[i] = 0.5f * fabs( t1.cross(t2).len() ); /* update the entire convex hull surface */ face += facelet[i]; /* calculate the cetroid of the hull triangles */ centroid[i] = (p + q + r) * 1/3; /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ centre += centroid[i] * facelet[i]; } /* take the average of the centroid sum */ centre /= face; /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */ for(int j = 0; j < 3; ++j) { for(int k = 0; k < 3; ++k) { for(int i = 0; i < length; i+=3) { p = *(verticesList + i); q = *(verticesList + i + 1); r = *(verticesList + i + 2); covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j]* p[k] + q[j] * q[k] + r[j]*r[k]) - centre[j] * centre[k]; } } } } void OBBTreeNode::collideWith(const BVTree &tree) {} void OBBTreeNode::drawBV(int currentDepth, const int depth) const {} void OBBTreeNode::drawBVPolygon(int currentDepth, const int depth) const {} void OBBTreeNode::drawBVBlended(int currentDepth, const int depth) const {}