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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/spatial_separation/quadtree_node.cc @ 4914

Last change on this file since 4914 was 4914, checked in by patrick, 19 years ago

orxonox/trunk: the hashing function now works perfect

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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_SPATIAL_SEPARATION
17
18#include "quadtree_node.h"
19#include "quadtree.h"
20#include "material.h"
21#include "abstract_model.h"
22#include "list.h"
23#include "vector.h"
24
25using namespace std;
26
27
28/**
29 *  standard constructor
30*/
31QuadtreeNode::QuadtreeNode (sTriangleExt** triangles, int numTriangles,
32                            const float* pVertices, int numVertices,
33                            Quadtree* quadtree, QuadtreeNode* parent,
34                            Rectangle* rect, int treeDepth, const int maxDepth, int index
35                           )
36{
37  this->pTriangles = triangles;
38  this->numTriangles = numTriangles;
39  this->pVertices = pVertices;
40  this->numVertices = numVertices;
41
42  this->quadtree = quadtree;
43  this->parent = parent;
44
45  this->pDimension = rect;
46  this->treeDepth = treeDepth;
47  this->maxDepth = maxDepth;
48  this->indexNode = index;
49
50
51  /* debug output */
52  for( int i = 0; i < this->treeDepth; ++i)
53    PRINT(3)(" |");
54  PRINT(3)(" | +-| (Event) Building Node Nr. %i Depth: %i/%i, pointer: %p\n", this->indexNode, treeDepth, maxDepth, this);
55
56  for( int i = 0; i < this->treeDepth; ++i)
57    PRINT(3)(" |");
58  PRINT(3)(" | +-| (II) Rectangle Center (%5.2f, %5.2f), half axis length: %5.2f\n",
59  this->pDimension->getCenter()->x, this->pDimension->getCenter()->z, this->pDimension->getAxis());
60
61  this->init();
62}
63
64
65/**
66 *  standard constructor
67 */
68QuadtreeNode::QuadtreeNode(modelInfo* pModelInfo, Quadtree* quadtree, const int maxDepth)
69{
70  this->pModelInfo = pModelInfo;
71  this->quadtree = quadtree;
72
73  /* create an array of triangle references */
74  this->pTriangles = new sTriangleExt*[this->pModelInfo->numTriangles];
75  this->numTriangles = this->pModelInfo->numTriangles;
76  this->pVertices = this->pModelInfo->pVertices;
77  this->numVertices = this->pModelInfo->numVertices;
78  for( int i = 0; i < this->pModelInfo->numTriangles; ++i)
79    this->pTriangles[i] = &this->pModelInfo->pTriangles[i];
80
81  this->treeDepth = 0;
82  this->maxDepth = maxDepth;
83  this->indexNode = 0;
84
85  /* debug output */
86  for( int i = 0; i < this->treeDepth; ++i)
87    PRINT(3)(" |");
88  PRINT(3)(" | +-| (Event) Building Node Nr. %i Depth: %i/%i, pointer: %p\n", this->indexNode, treeDepth, maxDepth, this);
89
90  this->pDimension = this->getDimFromModel();
91  this->init();
92}
93
94
95/**
96 * takes the rest of the initialisation process
97 */
98void QuadtreeNode::init()
99{
100  this->setClassID(CL_QUADTREE_NODE, "QuadtreeNode");
101
102  this->offset = 0.0f;
103  this->nodeIter = -1;
104
105  this->parent = NULL;
106  this->nodeA = NULL;
107  this->nodeB = NULL;
108  this->nodeC = NULL;
109  this->nodeD = NULL;
110  this->nodes = new QuadtreeNode*[4];
111  for(int i = 0; i < 4; ++i)
112    this->nodes[i] = NULL;
113
114  if( this->treeDepth < this->maxDepth)
115    this->separateNode();
116}
117
118
119/**
120 *  standard deconstructor
121 */
122QuadtreeNode::~QuadtreeNode ()
123{
124  if( this->nodeA != NULL)
125    delete this->nodeA;
126  if( this->nodeB != NULL)
127    delete this->nodeB;
128  if( this->nodeC != NULL)
129    delete this->nodeC;
130  if( this->nodeD != NULL)
131    delete this->nodeD;
132}
133
134
135
136void QuadtreeNode::buildHashTable(QuadtreeNode** nodeList, int* index)
137{
138  if( this->nodeIter == -1)
139    this->nodeIter = *index;
140
141  /*              offset              #of elements in a row            #of rows in a quadtree          */
142  int threshold = this->nodeIter + (int)pow(2, this->maxDepth) * (int)pow(2, maxDepth - treeDepth - 1);
143  int loopLimit = (*index < threshold)?2:4;
144
145  /* is it a leaf? */
146  if( this->treeDepth < this->maxDepth)
147    for(int i = (*index < threshold)?0:2; i < loopLimit; ++i)
148      this->nodes[i]->buildHashTable(nodeList, index);
149  else
150    nodeList[(*index)++] = this;
151}
152
153
154
155/**
156 *  gives the signal to separate the model into a quadtree
157 * @param treeDepth the max depth, the steps to go if treeDept == 0 leaf reached
158*/
159void QuadtreeNode::separateNode(float minLength)
160{
161  /* dimension calculation & limit checking */
162  if( minLength <= this->pDimension->getAxis())
163    return;
164
165  /* node separation */
166//   this->separateNode();
167//   this->nodeA->separateNode(minLength);
168//   this->nodeB->separateNode(minLength);
169//   this->nodeC->separateNode(minLength);
170//   this->nodeD->separateNode(minLength);
171}
172
173
174/**
175 *  gives the signal to separate the model into a quadtree
176 * @param treeDepth the max depth, the steps to go if treeDept == 0 leaf reached
177*/
178void QuadtreeNode::separateNode()
179{
180  tList<sTriangleExt*>*           listA = new tList<sTriangleExt*>();    //!< triangle list of nodeA
181  tList<sTriangleExt*>*           listB = new tList<sTriangleExt*>();    //!< triangle list of nodeB
182  tList<sTriangleExt*>*           listC = new tList<sTriangleExt*>();    //!< triangle list of nodeC
183  tList<sTriangleExt*>*           listD = new tList<sTriangleExt*>();    //!< triangle list of nodeD
184  const float*                    pVert;                                 //!< pointer to the vertices
185  const Vector*                   rectCenter;                            //!< vector to the center of the rect
186
187  rectCenter = this->pDimension->getCenter();
188  for( int i = 0; i < this->numTriangles; ++i)
189    {
190      for( int j = 0; j < 3; ++j)
191        {
192          pVert = &this->pVertices[this->pTriangles[i]->indexToVertices[j]];
193          if( pVert[0] > rectCenter->x + this->offset && pVert[2] > rectCenter->z + this->offset)
194            listA->add(&this->pTriangles[i]);
195          if( pVert[0] < rectCenter->x + this->offset && pVert[2] > rectCenter->z + this->offset)
196            listB->add(&this->pTriangles[i]);
197          if( pVert[0] < rectCenter->x + this->offset && pVert[2] < rectCenter->z + this->offset)
198            listC->add(&this->pTriangles[i]);
199          if( pVert[0] > rectCenter->x + this->offset && pVert[2] < rectCenter->z + this->offset)
200            listD->add(&this->pTriangles[i]);
201        }
202    }
203    for( int i = 0; i < treeDepth; ++i)
204      PRINT(3)(" |");
205    PRINT(3)(" | +-| (II) Quadtree Counts - separating: A: %i, B: %i, C: %i, D: %i\n", listA->getSize(), listB->getSize(), listC->getSize(), listD->getSize());
206
207  /* Separating into to the triangle lists  */
208  sTriangleExt**                 pTriA;                                 //!< Triangle array A
209  sTriangleExt**                 pTriB;                                 //!< Triangle array B
210  sTriangleExt**                 pTriC;                                 //!< Triangle array C
211  sTriangleExt**                 pTriD;                                 //!< Triangle array D
212  int                            lenA;                                  //!< length array A
213  int                            lenB;                                  //!< length array B
214  int                            lenC;                                  //!< length array C
215  int                            lenD;                                  //!< length array D
216  tIterator<sTriangleExt*>*      iterator;                              //!< iterator for the list iterations
217  sTriangleExt**                 tempTri;                               //!< temp save place for triangle pointer
218  int                            counter;                               //!< counter for the while loops
219
220  lenA = listA->getSize();
221  lenB = listB->getSize();
222  lenC = listC->getSize();
223  lenD = listD->getSize();
224
225  pTriA = new sTriangleExt*[listA->getSize()];
226  pTriB = new sTriangleExt*[listB->getSize()];
227  pTriC = new sTriangleExt*[listC->getSize()];
228  pTriD = new sTriangleExt*[listD->getSize()];
229
230
231  counter = 0;
232  iterator = listA->getIterator();
233  tempTri = iterator->nextElement();
234  while( tempTri)
235    {
236      pTriA[counter] = *tempTri;
237      tempTri = iterator->nextElement();
238      ++counter;
239    }
240
241  counter = 0;
242  iterator = listB->getIterator();
243  tempTri = iterator->nextElement();
244  while( tempTri)
245    {
246      pTriB[counter] = *tempTri;
247      tempTri = iterator->nextElement();
248      ++counter;
249    }
250
251  counter = 0;
252  iterator = listC->getIterator();
253  tempTri = iterator->nextElement();
254  while( tempTri)
255    {
256      pTriC[counter] = *tempTri;
257      tempTri = iterator->nextElement();
258      ++counter;
259    }
260
261  counter = 0;
262  iterator = listD->getIterator();
263  tempTri = iterator->nextElement();
264  while( tempTri)
265    {
266      pTriD[counter] = *tempTri;
267      tempTri = iterator->nextElement();
268      ++counter;
269    }
270
271  /* now do cleanup */
272  delete listA;
273  delete listB;
274  delete listC;
275  delete listD;
276  delete iterator;
277
278
279  /* now create the rectangle dimensions */
280  Vector v;
281
282  v.x = this->pDimension->getCenter()->x + this->pDimension->getAxis() / 2.0f;
283  v.y = 0.0;
284  v.z = this->pDimension->getCenter()->z + this->pDimension->getAxis() / 2.0f;
285  Rectangle* rA = new Rectangle(v, this->pDimension->getAxis() / 2.0f);
286
287  v.z = this->pDimension->getCenter()->z - this->pDimension->getAxis() / 2.0f;
288  Rectangle* rB = new Rectangle(v, this->pDimension->getAxis() / 2.0f);
289
290  v.x = this->pDimension->getCenter()->x - this->pDimension->getAxis() / 2.0f;
291  Rectangle* rC = new Rectangle(v, this->pDimension->getAxis() / 2.0f);
292
293  v.z = this->pDimension->getCenter()->z + this->pDimension->getAxis() / 2.0f;
294  Rectangle* rD = new Rectangle(v, this->pDimension->getAxis() / 2.0f);
295
296  /* now propagate */
297  this->nodeA = new QuadtreeNode(pTriA, lenA, this->pVertices, this->numVertices, this->quadtree, this, rA, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 0);
298
299  this->nodeB = new QuadtreeNode(pTriB, lenB, this->pVertices, this->numVertices, this->quadtree, this, rB, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 1);
300
301  this->nodeC = new QuadtreeNode(pTriC, lenC, this->pVertices, this->numVertices, this->quadtree, this, rC, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 2);
302
303  this->nodeD = new QuadtreeNode(pTriD, lenD, this->pVertices, this->numVertices, this->quadtree, this, rD, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 3);
304  /* map the array references, this is for faster and automatical interfacing  \todo: use only array */
305  this->nodes[0] = this->nodeA;
306  this->nodes[1] = this->nodeB;
307  this->nodes[2] = this->nodeC;
308  this->nodes[3] = this->nodeD;
309}
310
311
312/**
313   \brief gets the maximal dimension of a model
314   \return the dimension of the AbstractModel as a Rectangle
315
316   The rectangle is x-z axis aligned. ATTENTION: if there are any vertices in the model, that exceed the
317   size of 999999.0, there probably will be some errors in the dimensions calculations. Write an email to
318   patrick@orxonox.ethz.ch if you will ever encounter a model bigger than 999999.0 units, I will realy be
319   happy to see orxonox used to extensivly :)
320 */
321Rectangle* QuadtreeNode::getDimFromModel()
322{
323  float            maxX, maxY;                       //!< the maximal coordinates axis
324  float            minX, minY;                       //!< minimal axis coorindates
325  const float*     pVertices;                        //!< pointer to the current vertices
326
327  maxX = -999999; maxY = -999999;
328  minX =  999999; minY =  999999;
329  /* get maximal/minimal x/y */
330  for( int i = 0; i < this->numTriangles; ++i)
331  {
332    for( int j = 0; j < 3; ++j)
333    {
334
335      pVertices = &this->pVertices[this->pTriangles[i]->indexToVertices[j]];
336      if( pVertices[0] > maxX)
337        maxX = pVertices[0];
338      if( pVertices[2] > maxY)
339        maxY = pVertices[2];
340
341      if( pVertices[0] < minX)
342        minX = pVertices[0];
343      if( pVertices[2] < minY)
344        minY = pVertices[2];
345    }
346  }
347
348  Rectangle* rect = new Rectangle();
349  rect->setCenter((maxX + minX) / 2.0f, 0.0f, (maxY + minY) / 2.0f); /* this is little strange, since y is in opengl the up vector */
350  rect->setAxis(fmax(((fabs(maxX) + fabs(minX)) / 2.0f), ((fabs(maxY) + fabs(minY)) / 2.0f)));
351
352  for( int i = 0; i < this->treeDepth; ++i)
353    PRINT(3)(" |");
354  PRINT(3)(" | +-| (II) Rectangle Dimension  (%5.2f, %5.2f) to (%5.2f, %5.2f), Center (%5.2f, %5.2f)\n", minX, minY, maxX, maxY, rect->getCenter()->x, rect->getCenter()->z, rect->getAxis());
355  return rect;
356}
357
358
359/**
360 *  draws the debug quadtree boxes around the model
361 */
362void QuadtreeNode::drawTree(int depth, int drawMode) const
363{
364  printf("this = %p\n", this);
365  if( this->treeDepth == this->maxDepth)
366  {
367    Vector t1 = *this->pDimension->getCenter();
368    float ax = this->pDimension->getAxis();
369    float h = 50.0f;
370
371    glBegin(GL_QUADS);
372    this->quadtree->getMaterial(this->indexNode)->select();
373    glVertex3f(t1.x + ax, h - depth * 10.0f, t1.z + ax);
374    glVertex3f(t1.x - ax, h - depth * 10.0f, t1.z + ax);
375    glVertex3f(t1.x - ax, h - depth * 10.0f, t1.z - ax);
376    glVertex3f(t1.x + ax, h - depth * 10.0f, t1.z - ax);
377    glEnd();
378  }
379
380
381  if( this->nodeA != NULL)
382    this->nodeA->drawTree(depth - 1, drawMode);
383  if( this->nodeB != NULL)
384    this->nodeB->drawTree(depth - 1, drawMode);
385  if( this->nodeC != NULL)
386    this->nodeC->drawTree(depth - 1, drawMode);
387  if( this->nodeD != NULL)
388    this->nodeD->drawTree(depth - 1, drawMode);
389}
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