/* 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 "obb_tree.h" #include "vector.h" #include "abstract_model.h" #include #define WANT_STREAM #define WANT_MATH #define WANT_FSTREAM #include "include.h" #include "newmat.h" #include "newmatap.h" #include "newmatio.h" #include "lin_alg.h" using namespace std; OBBTree* OBBTreeNode::obbTree = NULL; /** \brief standard constructor */ OBBTreeNode::OBBTreeNode () { this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode"); this->nodeLeft = NULL; this->nodeRight = NULL; } /** \brief standard deconstructor */ OBBTreeNode::~OBBTreeNode () { // delete what has to be deleted here } /** \brief creates a new BVTree or BVTree partition \param depth: how much more depth-steps to go: if == 1 don't go any deeper! \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) { printf("OBB Depth: %i, numVertices: %i\n", depth, length); this->depth = depth; this->bvElement = this->createBox(); PRINTF(0)("Created OBBox\n"); this->calculateBoxAttributes(this->bvElement, verticesList, length); PRINTF(0)("Calculated attributes\n"); if( likely( this->depth > 0)) { this->forkBox(this->bvElement); } } OBB* OBBTreeNode::createBox() { return new OBB(); } void OBBTreeNode::calculateBoxAttributes(OBB* box, sVec3D* verticesList, 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 center; //!< the center of the entire hull 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 this->numOfVertices = length; this->vertices = verticesList; box->vertices = verticesList; box->numOfVertices = length; /* 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 */ center += centroid[i] * facelet[i]; } /* take the average of the centroid sum */ center /= face; PRINTF(0)("-- Calculated Center\n"); /* 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]) - center[j] * center[k]; } } } PRINTF(0)("-- Calculated Covariance\n"); // printf("\nVertex Data:\n"); // for(int i = 0; i < length; i++) // { // printf("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]); // } // printf("\nCovariance Matrix:\n"); // for(int j = 0; j < 3; ++j) // { // printf(" |"); // for(int k = 0; k < 3; ++k) // { // printf(" \b%f ", covariance[j][k]); // } // printf(" |\n"); // } // printf("center: %f, %f, %f\n\n", center.x, center.y, center.z); for(int i = 0; i < 3; ++i) { box->covarianceMatrix[i][0] = covariance[i][0]; box->covarianceMatrix[i][1] = covariance[i][1]; box->covarianceMatrix[i][3] = covariance[i][2]; } *box->center = center; PRINTF(0)("-- Written Result to obb\n"); /* now getting spanning vectors of the sub-space: the eigenvectors of a symmertric matrix, such as the covarience matrix are mutually orthogonal. after normalizing them, they can be used as a the basis vectors */ /* Matrix V(3,3); */ //!< for eigenvectors /* DiagonalMatrix D(3); */ //!< for eigenvalues /* SymmetricMatrix C(3); */ //!< for the covariance symmetrical matrix Vector** axis = new Vector*[3]; //!< the references to the obb axis /* new jacobi tests */ float** a = new float*[4]; a[0] = new float[4]; a[1] = new float[4]; a[2] = new float[4]; a[3] = new float[4]; float** b = new float*[4]; b[0] = new float[4]; b[1] = new float[4]; b[2] = new float[4]; b[3] = new float[4]; float eigval[3]; int* rot = new int; a[1][1] = covariance[0][0]; a[1][2] = covariance[0][1]; a[1][3] = covariance[0][2]; a[2][1] = covariance[1][0]; a[2][2] = covariance[1][1]; a[2][3] = covariance[1][2]; a[3][1] = covariance[2][0]; a[3][2] = covariance[2][1]; a[3][3] = covariance[2][2]; JacobI(a, 3, eigval, b, rot); PRINTF(0)("-- Done Jacobi Decomposition\n"); // printf("Jacobi\n"); // for(int j = 1; j < 4; ++j) // { // printf(" |"); // for(int k = 1; k < 4; ++k) // { // printf(" \b%f ", b[j][k]); // } // printf(" |\n"); // } axis[0] = new Vector(b[1][1], b[2][1], b[3][1]); axis[1] = new Vector(b[1][2], b[2][2], b[3][2]); axis[2] = new Vector(b[1][3], b[2][3], b[3][3]); box->axis = axis; PRINTF(0)("-- Got Axis\n"); delete [] a[0]; delete [] a[1]; delete [] a[2]; delete [] a[3]; delete [] a; delete [] b[0]; delete [] b[1]; delete [] b[2]; delete [] b[3]; delete [] b; // printf("\neigenvector: %f, %f, %f\n", box->axis[0]->x, box->axis[0]->y, box->axis[0]->z); // printf("eigenvector: %f, %f, %f\n", box->axis[1]->x, box->axis[1]->y, box->axis[1]->z); // printf("eigenvector: %f, %f, %f\n", box->axis[2]->x, box->axis[2]->y, box->axis[2]->z); /* now get the axis length */ Line ax[3]; //!< the axis float* halfLength = new float[3]; //!< half length of the axis float tmpLength; //!< tmp save point for the length Plane p0(*box->axis[0], *box->center); //!< the axis planes Plane p1(*box->axis[1], *box->center); Plane p2(*box->axis[2], *box->center); halfLength[0] = -1.0f; for(int j = 0; j < length; ++j) { tmpLength = fabs(p0.distancePoint(vertices[j])); if( tmpLength > halfLength[0]) halfLength[0] = tmpLength; } halfLength[1] = -1.0f; for(int j = 0; j < length; ++j) { tmpLength = fabs(p1.distancePoint(vertices[j])); if( tmpLength > halfLength[1]) halfLength[1] = tmpLength; } halfLength[2] = -1.0f; for(int j = 0; j < length; ++j) { tmpLength = fabs(p2.distancePoint(vertices[j])); if( tmpLength > halfLength[2]) halfLength[2] = tmpLength; } box->halfLength = halfLength; PRINTF(0)("-- Written Axis to obb\n"); // printf("\nwe got length: \n"); // for(int i = 0; i < 3; ++i) // printf("length[%i] = %f\n", i, box->halfLength[i]); } /** \brief this separates an ob-box in the middle \param box: the box to separate this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis */ void OBBTreeNode::forkBox(OBB* box) { /* get the longest axis of the box */ float aLength = -1.0f; //!< the length of the longest axis int axisIndex = 0; //!< this is the nr of the longest axis for(int i = 0; i < 3; ++i) { if( aLength < box->halfLength[i]) { aLength = box->halfLength[i]; axisIndex = i; } } // printf("\nlongest axis is: nr %i with a half-length of: %f\n", axisIndex, aLength); /* get the closest vertex near the center */ float dist = 999999.0f; //!< the smallest distance to each vertex float tmpDist; //!< temporary distance int vertexIndex; Plane middlePlane(*box->axis[axisIndex], *box->center); //!< the middle plane for(int i = 0; i < box->numOfVertices; ++i) { tmpDist = fabs(middlePlane.distancePoint(box->vertices[i])); if( tmpDist < dist) { dist = tmpDist; vertexIndex = i; } } // printf("\nthe clostest vertex is nr: %i, with a dist of: %f\n", vertexIndex ,dist); /* now definin the separation plane through this specified nearest point and partition the points depending on which side they are located */ Plane separationPlane(*box->axis[axisIndex], box->vertices[vertexIndex]); //!< separation plane tList partition1; //!< the vertex partition 1 tList partition2; //!< the vertex partition 2 for(int i = 0; i < box->numOfVertices; ++i) { if( separationPlane.distancePoint(box->vertices[i]) > 0.0f) partition1.add(&box->vertices[i]); else partition2.add(&box->vertices[i]); } partition1.add(&box->vertices[vertexIndex]); // printf("\npartition1: got %i vertices/ partition 2: got %i vertices\n", partition1.getSize(), partition2.getSize()); /* now comes the separation into two different sVec3D arrays */ tIterator* iterator; //!< the iterator to go through the lists sVec3D* element; //!< the elements int index; //!< index storage place sVec3D* vertList1; //!< the vertex list 1 sVec3D* vertList2; //!< the vertex list 2 vertList1 = new sVec3D[partition1.getSize()]; vertList2 = new sVec3D[partition2.getSize()]; iterator = partition1.getIterator(); element = iterator->nextElement(); index = 0; while( element != NULL) { vertList1[index][0] = element[0][0]; vertList1[index][1] = element[0][1]; vertList1[index][2] = element[0][2]; ++index; element = iterator->nextElement(); } // printf("\npartition 1:\n"); // for(int i = 0; i < partition1.getSize(); ++i) // { // printf("v[%i][0] = %f\n", i, vertList1[i][0]); // printf("v[%i][1] = %f\n", i, vertList1[i][1]); // printf("v[%i][2] = %f\n", i, vertList1[i][2]); // } iterator = partition2.getIterator(); element = iterator->nextElement(); index = 0; while( element != NULL) { vertList2[index][0] = element[0][0]; vertList2[index][1] = element[0][1]; vertList2[index][2] = element[0][2]; ++index; element = iterator->nextElement(); } //delete iterator; // printf("\npartition 2:\n"); // for(int i = 0; i < partition2.getSize(); ++i) // { // printf("v[%i][0] = %f\n", i, vertList2[i][0]); // printf("v[%i][1] = %f\n", i, vertList2[i][1]); // printf("v[%i][2] = %f\n", i, vertList2[i][2]); // } /* now spawn the obb tree: create the nodes and descent */ OBBTreeNode* node1 = new OBBTreeNode(); OBBTreeNode* node2 = new OBBTreeNode(); this->nodeLeft = node1; this->nodeRight = node2; this->nodeLeft->spawnBVTree(depth - 1, vertList1, partition1.getSize()); this->nodeRight->spawnBVTree(depth - 1, vertList2, partition2.getSize()); } void OBBTreeNode::collideWith(const BVTree &tree) {} void OBBTreeNode::drawBV(int depth) const { glBegin(GL_TRIANGLES); glColor3f(1.0, 1.0, 1.0); for(int i = 0; i < this->bvElement->numOfVertices; ++i) { glVertex3f(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]); //printf("v(%f, %f, %f)\n", this->vertices[i][0], this->vertices[i][1], this->vertices[i][2]); } glEnd(); //this->drawBVPolygon(depth); } void OBBTreeNode::drawBVPolygon(int depth) const { //OBBTree::material->select(); this->obbTree->getMaterial(depth)->select(); /* draw world axes */ // glBegin(GL_LINES); // glColor3f(0.0, 0.4, 0.3); // glVertex3f(0.0, 0.0, 0.0); // glVertex3f(3.0, 0.0, 0.0); // // glVertex3f(0.0, 0.0, 0.0); // glVertex3f(0.0, 3.0, 0.0); // // glVertex3f(0.0, 0.0, 0.0); // glVertex3f(0.0, 0.0, 3.0); // glEnd(); /* draw the obb axes */ // glBegin(GL_LINES); // glColor3f(0.0, 0.4, 0.3); // glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); // glVertex3f(this->bvElement->center->x + this->bvElement->axis[0]->x * this->bvElement->halfLength[0], // this->bvElement->center->y + this->bvElement->axis[0]->y * this->bvElement->halfLength[0], // this->bvElement->center->z + this->bvElement->axis[0]->z * this->bvElement->halfLength[0]); // // glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); // glVertex3f(this->bvElement->center->x + this->bvElement->axis[1]->x * this->bvElement->halfLength[1], // this->bvElement->center->y + this->bvElement->axis[1]->y * this->bvElement->halfLength[1], // this->bvElement->center->z + this->bvElement->axis[1]->z * this->bvElement->halfLength[1]); // // glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); // glVertex3f(this->bvElement->center->x + this->bvElement->axis[2]->x * this->bvElement->halfLength[2], // this->bvElement->center->y + this->bvElement->axis[2]->y * this->bvElement->halfLength[2], // this->bvElement->center->z + this->bvElement->axis[2]->z * this->bvElement->halfLength[2]); // glEnd(); Vector cen = *this->bvElement->center; Vector** axis = this->bvElement->axis; float* len = this->bvElement->halfLength; /* draw bounding box */ glBegin(GL_LINE_LOOP); glColor3f(0.3, 0.4, 0.7); glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]); glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2], cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2], cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]); glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2], cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2], cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]); glEnd(); glBegin(GL_LINE_LOOP); glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2], cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2], cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]); glVertex3f(cen.x + axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2], cen.y + axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2], cen.z + axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]); glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2], cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2], cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]); glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2], cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2], cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]); glEnd(); glBegin(GL_LINE_LOOP); glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] + axis[2]->x * len[2], cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] + axis[2]->y * len[2], cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] + axis[2]->z * len[2]); glVertex3f(cen.x - axis[0]->x * len[0] - axis[1]->x * len[1] - axis[2]->x * len[2], cen.y - axis[0]->y * len[0] - axis[1]->y * len[1] - axis[2]->y * len[2], cen.z - axis[0]->z * len[0] - axis[1]->z * len[1] - axis[2]->z * len[2]); glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]); glEnd(); glBegin(GL_LINE_LOOP); glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]); glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]); glVertex3f(cen.x + axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], cen.y + axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], cen.z + axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); glEnd(); /* glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] - axis[2]->x * len[2], cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] - axis[2]->y * len[2], cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] - axis[2]->z * len[2]); glVertex3f(cen.x - axis[0]->x * len[0] + axis[1]->x * len[1] + axis[2]->x * len[2], cen.y - axis[0]->y * len[0] + axis[1]->y * len[1] + axis[2]->y * len[2], cen.z - axis[0]->z * len[0] + axis[1]->z * len[1] + axis[2]->z * len[2]);*/ glEnd(); if( this->nodeLeft != NULL && depth != 0 ) this->nodeLeft->drawBVPolygon(depth - 1); if( this->nodeRight != NULL && depth != 0) this->nodeRight->drawBVPolygon(depth - 1); } void OBBTreeNode::drawBVBlended(int depth) const {} void OBBTreeNode::debug() { /* for(int i = 0; i < length; i++) { printf("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]); } */ }