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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/spatial_separation/spatial_separation.h @ 4889

Last change on this file since 4889 was 4889, checked in by patrick, 19 years ago

orxonox/trunk: added the debug draw function to the quadtree

File size: 1.6 KB
Line 
1/*!
2    \file spatial_separation.h  Definition of the generic spatial separation process of model data
3 */
4
5#ifndef _SPATIAL_SEPARATION_H
6#define _SPATIAL_SEPARATION_H
7
8#include "base_object.h"
9#include "vector.h"
10
11
12class AbstractModel;
13class Quadtree;
14
15
16#define SEC_OFFSET 1.0                       //!< the offset added to the overlapSize to ensure that there are no problems in
17
18
19
20//! A class for spatial separation of vertices based arrays
21class SpatialSeparation : public BaseObject {
22
23  public:
24    SpatialSeparation(AbstractModel* model, float overlapSize);
25    SpatialSeparation(AbstractModel* model, AbstractModel* playerModel);
26    virtual ~SpatialSeparation();
27
28    void setTreeDepth(int depth) { this->treeDepth = depth; }
29    void setMinLength(int minLength) { this->minLength = minLength; }
30
31    Quadtree* createQuadtree(AbstractModel* model, float minLength);
32    Quadtree* createQuadtree(AbstractModel* model, int treeDepth);
33    Quadtree* createQuadtree(AbstractModel* model);
34
35
36    void drawQuadtree();
37
38  private:
39    void separateZone();
40
41
42  private:
43    AbstractModel*             model;        //!< the reference to the model that has to be handled
44    Quadtree*                  quadtree;     //!< the reference to the created quadtree
45
46    AbstractModel*             playerModel;  //!< referece to the player model, if needed for overlap calculations
47    float                      overlapSize;  //!< the size of overlaping
48
49    int                        treeDepth;    //!< depth of the quadtree
50    float                      minLength;    //!< min length of a quadtree node
51};
52
53#endif /* _SPATIAL_SEPARATION_H */
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