| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 | ### File Specific: | 
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| 12 |    main-programmer: Patrick Boenzli | 
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| 13 | */ | 
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| 14 |  | 
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| 15 | #define DEBUG_SPECIAL_MODULE 3/* DEBUG_MODULE_COLLISION_DETECTION*/ | 
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| 16 |  | 
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| 17 | #include "aabb_tree_node.h" | 
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| 18 | #include "aabb.h" | 
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| 19 | #include "bv_tree.h" | 
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| 20 |  | 
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| 21 | #include "collision_tube.h" | 
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| 22 |  | 
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| 23 | #include "matrix.h" | 
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| 24 | #include "model.h" | 
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| 25 | #include "world_entity.h" | 
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| 26 | #include "plane.h" | 
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| 27 |  | 
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| 28 | #include "color.h" | 
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| 29 | #include "glincl.h" | 
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| 30 |  | 
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| 31 | #include <list> | 
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| 32 | #include <vector> | 
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| 33 | #include "debug.h" | 
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| 34 |  | 
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| 35 | GLUquadricObj* AABBTreeNode_sphereObj = NULL; | 
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| 36 |  | 
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| 37 | ObjectListDefinition(AABBTreeNode); | 
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| 38 | /** | 
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| 39 |  *  standard constructor | 
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| 40 |  * @param tree: reference to the obb tree | 
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| 41 |  * @param depth: the depth of the obb tree to generate | 
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| 42 |  */ | 
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| 43 | AABBTreeNode::AABBTreeNode (const OBBTree& tree, AABBTreeNode* prev, int depth) | 
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| 44 |     : BVTreeNode() | 
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| 45 | { | 
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| 46 |   this->registerObject(this, AABBTreeNode::_objectList); | 
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| 47 |  | 
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| 48 |   this->obbTree = &tree; | 
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| 49 |   this->nodePrev = prev; | 
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| 50 |   this->depth = depth; | 
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| 51 |   this->nextID = 0; | 
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| 52 |  | 
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| 53 |   this->init(); | 
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| 54 | } | 
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| 55 |  | 
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| 56 |  | 
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| 57 | /** | 
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| 58 |  *  standard constructor | 
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| 59 |  * @param depth: the depth of the obb tree to generate | 
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| 60 |  */ | 
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| 61 | AABBTreeNode::AABBTreeNode(int depth) | 
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| 62 | { | 
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| 63 |   this->depth = depth; | 
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| 64 |  | 
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| 65 |   this->init(); | 
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| 66 | } | 
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| 67 |  | 
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| 68 | /** | 
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| 69 |  *  init funciton | 
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| 70 |  */ | 
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| 71 | void AABBTreeNode::init() | 
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| 72 | { | 
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| 73 |   this->nodeLeft = NULL; | 
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| 74 |   this->nodeRight = NULL; | 
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| 75 |   this->bvElement = NULL; | 
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| 76 |  | 
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| 77 |   this->triangleIndexList1 = NULL; | 
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| 78 |   this->triangleIndexList2 = NULL; | 
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| 79 |  | 
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| 80 |   this->modelInf = NULL; | 
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| 81 |   this->triangleIndexes = NULL; | 
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| 82 |  | 
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| 83 |   if( AABBTreeNode_sphereObj == NULL) | 
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| 84 |     AABBTreeNode_sphereObj = gluNewQuadric(); | 
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| 85 |  | 
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| 86 |   this->owner = NULL; | 
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| 87 | } | 
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| 88 |  | 
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| 89 | /** | 
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| 90 |  *  standard deconstructor | 
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| 91 |  */ | 
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| 92 | AABBTreeNode::~AABBTreeNode () | 
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| 93 | { | 
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| 94 |   if( this->nodeLeft) | 
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| 95 |     delete this->nodeLeft; | 
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| 96 |   if( this->nodeRight) | 
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| 97 |     delete this->nodeRight; | 
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| 98 |  | 
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| 99 |   if( this->bvElement) | 
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| 100 |     delete this->bvElement; | 
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| 101 | } | 
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| 102 |  | 
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| 103 |  | 
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| 104 |  | 
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| 105 | void AABBTreeNode::spawnBVTree(Model* model) | 
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| 106 | { | 
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| 107 |  | 
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| 108 |   const modelInfo* modelInf = model->getModelInfo(); | 
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| 109 |  | 
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| 110 |   int* triangleIndexes = new int[modelInf->numTriangles]; | 
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| 111 |   for(unsigned int i = 0; i < modelInf->numTriangles; ++i) | 
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| 112 |     triangleIndexes[i] = i; | 
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| 113 |  | 
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| 114 |   this->spawnBVTree(*modelInf, triangleIndexes, modelInf->numTriangles); | 
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| 115 | } | 
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| 116 |  | 
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| 117 |  | 
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| 118 | /** | 
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| 119 |  *  creates a new BVTree or BVTree partition | 
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| 120 |  * @param depth: how much more depth-steps to go: if == 1 don't go any deeper! | 
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| 121 |  * @param modInfo: model informations from the abstrac model | 
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| 122 |  * | 
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| 123 |  * this function creates the Bounding Volume tree from a modelInfo struct and bases its calculations | 
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| 124 |  * on the triangle informations (triangle soup not polygon soup) | 
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| 125 |  */ | 
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| 126 | void AABBTreeNode::spawnBVTree(const modelInfo& modelInf, const int* triangleIndexes, int length) | 
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| 127 | { | 
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| 128 |   PRINTF(4)("\n==============================Creating AABB Tree Node==================\n"); | 
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| 129 |   PRINT(4)(" AABB Tree Infos: \n"); | 
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| 130 |   PRINT(4)("\tDepth: %i \n\tTree Index: %i \n\tNumber of Triangles: %i\n", depth, this->treeIndex, length); | 
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| 131 |   this->depth = depth; | 
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| 132 |  | 
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| 133 |   this->bvElement = new AABB(); | 
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| 134 |   this->bvElement->modelInf = &modelInf; | 
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| 135 |   this->bvElement->triangleIndexes = triangleIndexes; | 
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| 136 |   this->bvElement->triangleIndexesLength = length; | 
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| 137 |  | 
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| 138 |   /* create the bounding boxes in three steps */ | 
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| 139 |   this->calculateBoxCovariance(*this->bvElement, modelInf, triangleIndexes, length); | 
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| 140 |   this->calculateBoxEigenvectors(*this->bvElement, modelInf, triangleIndexes, length); | 
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| 141 |   this->calculateBoxAxis(*this->bvElement, modelInf, triangleIndexes, length); | 
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| 142 |  | 
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| 143 |   /* do we need to descent further in the obb tree?*/ | 
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| 144 |   if( likely( this->depth > 0)) | 
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| 145 |   { | 
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| 146 |     this->forkBox(*this->bvElement); | 
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| 147 |  | 
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| 148 |     if( this->triangleIndexLength1 >= 3) | 
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| 149 |     { | 
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| 150 |       this->nodeLeft = new AABBTreeNode(*this->obbTree, this, depth - 1); | 
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| 151 |       this->nodeLeft->spawnBVTree(modelInf, this->triangleIndexList1, this->triangleIndexLength1); | 
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| 152 |     } | 
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| 153 |     if( this->triangleIndexLength2 >= 3) | 
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| 154 |     { | 
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| 155 |       this->nodeRight = new AABBTreeNode(*this->obbTree, this, depth - 1); | 
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| 156 |       this->nodeRight->spawnBVTree(modelInf, this->triangleIndexList2, this->triangleIndexLength2); | 
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| 157 |     } | 
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| 158 |   } | 
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| 159 | } | 
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| 160 |  | 
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| 161 |  | 
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| 162 |  | 
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| 163 | /** | 
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| 164 |  *  calculate the box covariance matrix | 
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| 165 |  * @param box: reference to the box | 
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| 166 |  * @param modelInf: the model info structure of the model | 
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| 167 |  * @param tirangleIndexes: an array with the indexes of the triangles inside this | 
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| 168 |  * @param length: the length of the indexes array | 
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| 169 |  */ | 
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| 170 | void AABBTreeNode::calculateBoxCovariance(AABB& box, const modelInfo& modelInf, const int* triangleIndexes, int length) | 
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| 171 | { | 
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| 172 |   float     facelet[length];                         //!< surface area of the i'th triangle of the convex hull | 
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| 173 |   float     face = 0.0f;                             //!< surface area of the entire convex hull | 
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| 174 |   Vector    centroid[length];                        //!< centroid of the i'th convex hull | 
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| 175 |   Vector    center;                                  //!< the center of the entire hull | 
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| 176 |   Vector    p, q, r;                                 //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d | 
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| 177 |   Vector    t1, t2;                                  //!< temporary values | 
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| 178 |   float     covariance[3][3] = {{0,0,0}, {0,0,0}, {0,0,0}};//!< the covariance matrix | 
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| 179 |  | 
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| 180 |   /* fist compute all the convex hull face/facelets and centroids */ | 
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| 181 |   for( int i = 0; i < length ; ++i) | 
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| 182 |   { | 
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| 183 |     p = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[0]]; | 
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| 184 |     q = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[1]]; | 
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| 185 |     r = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[2]]; | 
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| 186 |  | 
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| 187 |     /* finding the facelet surface via cross-product */ | 
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| 188 |     t1 = p - q; | 
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| 189 |     t2 = p - r; | 
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| 190 |     facelet[i] = 0.5f * /*fabs*/( t1.cross(t2).len() ); | 
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| 191 |     /* update the entire convex hull surface */ | 
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| 192 |     face += facelet[i]; | 
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| 193 |  | 
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| 194 |     /* calculate the cetroid of the hull triangles */ | 
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| 195 |     centroid[i] = (p + q + r) / 3.0f; | 
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| 196 |     /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ | 
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| 197 |     center += centroid[i] * facelet[i]; | 
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| 198 |     /* the arithmetical center */ | 
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| 199 |   } | 
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| 200 |   /* take the average of the centroid sum */ | 
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| 201 |   center /= face; | 
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| 202 |  | 
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| 203 |  | 
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| 204 |   /* now calculate the covariance matrix - if not written in three for-loops, | 
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| 205 |      it would compute faster: minor */ | 
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| 206 |   for( int j = 0; j < 3; ++j) | 
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| 207 |   { | 
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| 208 |     for( int k = 0; k < 3; ++k) | 
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| 209 |     { | 
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| 210 |       for( int i = 0; i < length; ++i) | 
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| 211 |       { | 
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| 212 |         p = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[0]]); | 
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| 213 |         q = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[1]]); | 
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| 214 |         r = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[2]]); | 
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| 215 |  | 
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| 216 |         covariance[j][k] = facelet[i] * (9.0f * centroid[i][j] * centroid[i][k] + p[j] * p[k] + | 
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| 217 |                            q[j] * q[k] + r[j] * r[k]); | 
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| 218 |       } | 
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| 219 |       covariance[j][k] = covariance[j][k] / (12.0f * face) - center[j] * center[k]; | 
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| 220 |     } | 
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| 221 |   } | 
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| 222 |   for( int i = 0; i < 3; ++i) | 
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| 223 |   { | 
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| 224 |     box.covarianceMatrix[i][0] = covariance[i][0]; | 
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| 225 |     box.covarianceMatrix[i][1] = covariance[i][1]; | 
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| 226 |     box.covarianceMatrix[i][2] = covariance[i][2]; | 
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| 227 |   } | 
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| 228 |   box.center = center; | 
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| 229 |  | 
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| 230 |   /* debug output section*/ | 
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| 231 |   PRINTF(4)("\nOBB Covariance Matrix:\n"); | 
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| 232 |   for(int j = 0; j < 3; ++j) | 
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| 233 |   { | 
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| 234 |     PRINT(4)("\t\t"); | 
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| 235 |     for(int k = 0; k < 3; ++k) | 
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| 236 |     { | 
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| 237 |       PRINT(4)("%11.4f\t", covariance[j][k]); | 
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| 238 |     } | 
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| 239 |     PRINT(4)("\n"); | 
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| 240 |   } | 
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| 241 |   PRINTF(4)("\nWeighteed AABB Center:\n\t\t%11.4f\t %11.4f\t %11.4f\n", center.x, center.y, center.z); | 
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| 242 | } | 
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| 243 |  | 
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| 244 |  | 
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| 245 |  | 
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| 246 | /** | 
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| 247 |  *  calculate the eigenvectors for the object oriented box | 
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| 248 |  * @param box: reference to the box | 
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| 249 |  * @param modelInf: the model info structure of the model | 
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| 250 |  * @param tirangleIndexes: an array with the indexes of the triangles inside this | 
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| 251 |  * @param length: the length of the indexes array | 
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| 252 |  */ | 
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| 253 | void AABBTreeNode::calculateBoxEigenvectors(AABB& box, const modelInfo& modelInf, | 
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| 254 |     const int* triangleIndexes, int length) | 
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| 255 | { | 
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| 256 |   Matrix         covMat(  box.covarianceMatrix  );   //!< covariance matrix (in the matrix dataform) | 
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| 257 |  | 
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| 258 |   /* | 
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| 259 |   now getting spanning vectors of the sub-space: | 
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| 260 |   the eigenvectors of a symmertric matrix, such as the | 
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| 261 |   covarience matrix are mutually orthogonal. | 
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| 262 |   after normalizing them, they can be used as a the basis | 
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| 263 |   vectors | 
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| 264 |   */ | 
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| 265 |  | 
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| 266 |  | 
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| 267 |   // this is for axis aligned bouning boxes only | 
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| 268 |    box.axis[0] = Vector(1,0,0); | 
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| 269 |    box.axis[1] = Vector(0,1,0); | 
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| 270 |    box.axis[2] = Vector(0,0,1); | 
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| 271 |  | 
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| 272 |    PRINTF(4)("Eigenvectors:\n"); | 
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| 273 |    PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[0].x, box.axis[0].y, box.axis[0].z); | 
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| 274 |    PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[1].x, box.axis[1].y, box.axis[1].z); | 
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| 275 |    PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[2].x, box.axis[2].y, box.axis[2].z); | 
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| 276 | } | 
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| 277 |  | 
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| 278 |  | 
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| 279 |  | 
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| 280 |  | 
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| 281 | /** | 
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| 282 |  *  calculate the eigenvectors for the object oriented box | 
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| 283 |  * @param box: reference to the box | 
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| 284 |  * @param modelInf: the model info structure of the model | 
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| 285 |  * @param tirangleIndexes: an array with the indexes of the triangles inside this | 
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| 286 |  * @param length: the length of the indexes array | 
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| 287 |  */ | 
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| 288 | void AABBTreeNode::calculateBoxAxis(AABB& box, const modelInfo& modelInf, const int* triangleIndexes, int length) | 
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| 289 | { | 
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| 290 |  | 
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| 291 |   PRINTF(4)("Calculate Box Axis\n"); | 
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| 292 |   /* now get the axis length */ | 
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| 293 |   float               tmpLength;                             //!< tmp save point for the length | 
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| 294 |   Plane               p0(box.axis[0], box.center);           //!< the axis planes | 
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| 295 |   Plane               p1(box.axis[1], box.center);           //!< the axis planes | 
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| 296 |   Plane               p2(box.axis[2], box.center);           //!< the axis planes | 
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| 297 |   float               maxLength[3];                          //!< maximal lenth of the axis | 
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| 298 |   float               minLength[3];                          //!< minimal length of the axis | 
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| 299 |   const float*        tmpVec;                                //!< variable taking tmp vectors | 
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| 300 |   float               centerOffset[3]; | 
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| 301 |  | 
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| 302 |   /* get the maximal dimensions of the body in all directions */ | 
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| 303 |   /* for the initialisation the value just has to be inside of the polygon soup -> first vertices (rand) */ | 
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| 304 |   for( int k = 0; k  < 3; k++) | 
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| 305 |   { | 
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| 306 |     tmpVec = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[0]].indexToVertices[0]]); | 
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| 307 |     Plane* p; | 
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| 308 |     if( k == 0) | 
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| 309 |       p = &p0; | 
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| 310 |     else if( k == 1) | 
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| 311 |       p = &p1; | 
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| 312 |     else | 
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| 313 |       p = &p2; | 
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| 314 |     maxLength[k] = p->distancePoint(tmpVec); | 
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| 315 |     minLength[k] = p->distancePoint(tmpVec); | 
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| 316 |  | 
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| 317 |     for( int j = 0; j < length; ++j) { | 
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| 318 |       for( int i = 0; i < 3; ++i) { | 
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| 319 |         tmpVec = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[j]].indexToVertices[i]]; | 
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| 320 |         tmpLength = p->distancePoint(tmpVec); | 
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| 321 |  | 
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| 322 |         if( tmpLength > maxLength[k]) | 
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| 323 |           maxLength[k] = tmpLength; | 
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| 324 |         else if( tmpLength < minLength[k]) | 
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| 325 |           minLength[k] = tmpLength; | 
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| 326 |       } | 
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| 327 |     } | 
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| 328 |   } | 
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| 329 |  | 
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| 330 |  | 
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| 331 |  | 
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| 332 |   /* calculate the real centre of the body by using the axis length */ | 
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| 333 |   for( int i = 0; i < 3; ++i) | 
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| 334 |   { | 
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| 335 |     if( maxLength[i] > 0.0f && minLength[i] > 0.0f)  // both axis positiv | 
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| 336 |       centerOffset[i] = minLength[i] + (maxLength[i] - minLength[i]) / 2.0f; | 
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| 337 |     else if( maxLength[i] > 0.0f && maxLength[i] < 0.0f) // positiv and negativ | 
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| 338 |       centerOffset[i] = (maxLength[i] + minLength[i]) / 2.0f; | 
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| 339 |     else //both negativ | 
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| 340 |      centerOffset[i] = minLength[i] + (maxLength[i] - minLength[i]) / 2.0f; | 
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| 341 |  | 
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| 342 |     box.halfLength[i] = (maxLength[i] - minLength[i]) / 2.0f; | 
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| 343 |   } | 
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| 344 |  | 
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| 345 |   box.center += (box.axis[0] * centerOffset[0]); | 
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| 346 |   box.center += (box.axis[1] * centerOffset[1]); | 
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| 347 |   box.center += (box.axis[2] * centerOffset[2]); | 
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| 348 |  | 
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| 349 |  | 
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| 350 |   PRINTF(4)("\n"); | 
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| 351 |   PRINT(4)("\tAxis halflength x: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[0], maxLength[0], minLength[0], centerOffset[0]); | 
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| 352 |   PRINT(4)("\tAxis halflength y: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[1], maxLength[1], minLength[1], centerOffset[1] ); | 
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| 353 |   PRINT(4)("\tAxis halflength z: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[2], maxLength[2], minLength[2], centerOffset[2]); | 
|---|
| 354 | } | 
|---|
| 355 |  | 
|---|
| 356 |  | 
|---|
| 357 |  | 
|---|
| 358 | /** | 
|---|
| 359 |  *  this separates an ob-box in the middle | 
|---|
| 360 |  * @param box: the box to separate | 
|---|
| 361 |  * | 
|---|
| 362 |  * this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis | 
|---|
| 363 |  */ | 
|---|
| 364 | void AABBTreeNode::forkBox(AABB& box) | 
|---|
| 365 | { | 
|---|
| 366 |  | 
|---|
| 367 |   PRINTF(4)("Fork Box\n"); | 
|---|
| 368 |   PRINTF(4)("Calculating the longest Axis\n"); | 
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| 369 |   /* get the longest axis of the box */ | 
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| 370 |   float               longestAxis = -1.0f;                 //!< the length of the longest axis | 
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| 371 |   int                 longestAxisIndex = 0;                //!< this is the nr of the longest axis | 
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| 372 |  | 
|---|
| 373 |  | 
|---|
| 374 |   /* now get the longest axis of the three exiting */ | 
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| 375 |   for( int i = 0; i < 3; ++i) | 
|---|
| 376 |   { | 
|---|
| 377 |     if( longestAxis < box.halfLength[i]) | 
|---|
| 378 |     { | 
|---|
| 379 |       longestAxis = box.halfLength[i]; | 
|---|
| 380 |       longestAxisIndex = i; | 
|---|
| 381 |     } | 
|---|
| 382 |   } | 
|---|
| 383 |   PRINTF(4)("\nLongest Axis is: Nr %i with a half-length of:%11.2f\n", longestAxisIndex, longestAxis); | 
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| 384 |  | 
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| 385 |  | 
|---|
| 386 |   PRINTF(4)("Separating along the longest axis\n"); | 
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| 387 |   /* get the closest vertex near the center */ | 
|---|
| 388 |   float               tmpDist;                             //!< variable to save diverse distances temporarily | 
|---|
| 389 |   Plane               middlePlane(box.axis[longestAxisIndex], box.center); //!< the middle plane | 
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| 390 |  | 
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| 391 |  | 
|---|
| 392 |   /* now definin the separation plane through this specified nearest point and partition | 
|---|
| 393 |   the points depending on which side they are located | 
|---|
| 394 |   */ | 
|---|
| 395 |   std::list<int>           partition1;                           //!< the vertex partition 1 | 
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| 396 |   std::list<int>           partition2;                           //!< the vertex partition 2 | 
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| 397 |   float*                   triangleCenter = new float[3];        //!< the center of the triangle | 
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| 398 |   const float*             a;                                    //!< triangle  edge a | 
|---|
| 399 |   const float*             b;                                    //!< triangle  edge b | 
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| 400 |   const float*             c;                                    //!< triangle  edge c | 
|---|
| 401 |  | 
|---|
| 402 |  | 
|---|
| 403 |   /* find the center of the box */ | 
|---|
| 404 |   this->separationPlane = Plane(box.axis[longestAxisIndex], box.center); | 
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| 405 |   this->sepPlaneCenter[0] = box.center.x; | 
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| 406 |   this->sepPlaneCenter[1] = box.center.y; | 
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| 407 |   this->sepPlaneCenter[2] = box.center.z; | 
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| 408 |   this->longestAxisIndex = longestAxisIndex; | 
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| 409 |  | 
|---|
| 410 |   for( int i = 0; i < box.triangleIndexesLength; ++i) | 
|---|
| 411 |   { | 
|---|
| 412 |     /* first calculate the middle of the triangle */ | 
|---|
| 413 |     a = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[0]]; | 
|---|
| 414 |     b = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[1]]; | 
|---|
| 415 |     c = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[2]]; | 
|---|
| 416 |  | 
|---|
| 417 |     triangleCenter[0] = (a[0] + b[0] + c[0]) / 3.0f; | 
|---|
| 418 |     triangleCenter[1] = (a[1] + b[1] + c[1]) / 3.0f; | 
|---|
| 419 |     triangleCenter[2] = (a[2] + b[2] + c[2]) / 3.0f; | 
|---|
| 420 |     tmpDist = this->separationPlane.distancePoint(*((sVec3D*)triangleCenter)); | 
|---|
| 421 |  | 
|---|
| 422 |     if( tmpDist > 0.0f) | 
|---|
| 423 |       partition1.push_back(box.triangleIndexes[i]); /* positive numbers plus zero */ | 
|---|
| 424 |     else if( tmpDist < 0.0f) | 
|---|
| 425 |       partition2.push_back(box.triangleIndexes[i]); /* negatice numbers */ | 
|---|
| 426 |     else { | 
|---|
| 427 |       partition1.push_back(box.triangleIndexes[i]); /* 0.0f? unprobable... */ | 
|---|
| 428 |       partition2.push_back(box.triangleIndexes[i]); | 
|---|
| 429 |     } | 
|---|
| 430 |   } | 
|---|
| 431 |   PRINTF(4)("\nPartition1: got \t%i Vertices \nPartition2: got \t%i Vertices\n", partition1.size(), partition2.size()); | 
|---|
| 432 |  | 
|---|
| 433 |  | 
|---|
| 434 |   /* now comes the separation into two different sVec3D arrays */ | 
|---|
| 435 |   int                index;                                //!< index storage place | 
|---|
| 436 |   int*               triangleIndexList1;                   //!< the vertex list 1 | 
|---|
| 437 |   int*               triangleIndexList2;                   //!< the vertex list 2 | 
|---|
| 438 |   std::list<int>::iterator element;                        //!< the list iterator | 
|---|
| 439 |  | 
|---|
| 440 |   triangleIndexList1 = new int[partition1.size()]; | 
|---|
| 441 |   triangleIndexList2 = new int[partition2.size()]; | 
|---|
| 442 |  | 
|---|
| 443 |   for( element = partition1.begin(), index = 0; element != partition1.end(); element++, index++) | 
|---|
| 444 |     triangleIndexList1[index] = (*element); | 
|---|
| 445 |  | 
|---|
| 446 |   for( element = partition2.begin(), index = 0; element != partition2.end(); element++, index++) | 
|---|
| 447 |     triangleIndexList2[index] = (*element); | 
|---|
| 448 |  | 
|---|
| 449 |   if( this->triangleIndexList1!= NULL) | 
|---|
| 450 |     delete[] this->triangleIndexList1; | 
|---|
| 451 |   this->triangleIndexList1 = triangleIndexList1; | 
|---|
| 452 |   this->triangleIndexLength1 = partition1.size(); | 
|---|
| 453 |  | 
|---|
| 454 |   if( this->triangleIndexList2 != NULL) | 
|---|
| 455 |     delete[] this->triangleIndexList2; | 
|---|
| 456 |   this->triangleIndexList2 = triangleIndexList2; | 
|---|
| 457 |   this->triangleIndexLength2 = partition2.size(); | 
|---|
| 458 | } | 
|---|
| 459 |  | 
|---|
| 460 |  | 
|---|
| 461 |  | 
|---|
| 462 | /** | 
|---|
| 463 |  * collides one tree with an other | 
|---|
| 464 |  *  @param treeNode the other bv tree node | 
|---|
| 465 |  *  @param nodeA  the worldentity belonging to this bv | 
|---|
| 466 |  *  @param nodeB the worldentity belonging to treeNode | 
|---|
| 467 |  */ | 
|---|
| 468 | void AABBTreeNode::collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) | 
|---|
| 469 | { | 
|---|
| 470 |   if( unlikely(treeNode == NULL || nodeA == NULL || nodeB == NULL)) | 
|---|
| 471 |     return; | 
|---|
| 472 |  | 
|---|
| 473 |   PRINTF(4)("collideWith\n"); | 
|---|
| 474 |   PRINTF(5)("Checking AABB %i vs %i: ", this->getIndex(), treeNode->getIndex()); | 
|---|
| 475 |  | 
|---|
| 476 |   // for now only collide with AABBTreeNodes | 
|---|
| 477 |   this->collideWithOBB((AABBTreeNode*)treeNode, nodeA, nodeB); | 
|---|
| 478 | } | 
|---|
| 479 |  | 
|---|
| 480 |  | 
|---|
| 481 |  | 
|---|
| 482 | /** | 
|---|
| 483 |  * collides one obb tree with an other | 
|---|
| 484 |  *  @param treeNode the other bv tree node | 
|---|
| 485 |  *  @param nodeA  the worldentity belonging to this bv | 
|---|
| 486 |  *  @param nodeB the worldentity belonging to treeNode | 
|---|
| 487 |  */ | 
|---|
| 488 | void AABBTreeNode::collideWithOBB(AABBTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) | 
|---|
| 489 | { | 
|---|
| 490 |  | 
|---|
| 491 |   if( this->overlapTest(this->bvElement, treeNode->bvElement, nodeA, nodeB)) | 
|---|
| 492 |   { | 
|---|
| 493 |     PRINTF(5)("collision @ lvl %i, object %s::%s vs. %s::%s, (%p, %p)\n", this->depth, nodeA->getClassCName(), nodeA->getCName(), nodeB->getClassCName(), nodeA->getCName(), this->nodeLeft, this->nodeRight); | 
|---|
| 494 |  | 
|---|
| 495 |  | 
|---|
| 496 |     // left node | 
|---|
| 497 |     if( this->nodeLeft != NULL ) | 
|---|
| 498 |     { | 
|---|
| 499 |       if( this->overlapTest(this->nodeLeft->bvElement, treeNode->bvElement, nodeA, nodeB)) | 
|---|
| 500 |       { | 
|---|
| 501 |         if( treeNode->nodeLeft != NULL) | 
|---|
| 502 |           this->nodeLeft->collideWith(treeNode->nodeLeft, nodeA, nodeB); | 
|---|
| 503 |         if( treeNode->nodeRight != NULL) | 
|---|
| 504 |           this->nodeLeft->collideWith(treeNode->nodeRight, nodeA, nodeB); | 
|---|
| 505 |       } | 
|---|
| 506 |     } | 
|---|
| 507 |  | 
|---|
| 508 |     // right node | 
|---|
| 509 |     if( this->nodeRight != NULL ) | 
|---|
| 510 |     { | 
|---|
| 511 |       if( this->overlapTest(this->nodeRight->bvElement, treeNode->bvElement, nodeA, nodeB)) | 
|---|
| 512 |       { | 
|---|
| 513 |         if( treeNode->nodeLeft != NULL) | 
|---|
| 514 |           this->nodeRight->collideWith(treeNode->nodeLeft, nodeA, nodeB); | 
|---|
| 515 |         if( treeNode->nodeRight != NULL) | 
|---|
| 516 |           this->nodeRight->collideWith(treeNode->nodeRight, nodeA, nodeB); | 
|---|
| 517 |       } | 
|---|
| 518 |     } | 
|---|
| 519 |  | 
|---|
| 520 |  | 
|---|
| 521 |     // hybrid mode: we reached the end of this obbtree, now reach the end of the other tree | 
|---|
| 522 |     if( this->nodeLeft == NULL && this->nodeRight == NULL) | 
|---|
| 523 |     { | 
|---|
| 524 |       if( treeNode->nodeLeft != NULL) | 
|---|
| 525 |         this->collideWith(treeNode->nodeLeft, nodeA, nodeB); | 
|---|
| 526 |       if( treeNode->nodeRight != NULL) | 
|---|
| 527 |         this->collideWith(treeNode->nodeRight, nodeA, nodeB); | 
|---|
| 528 |     } | 
|---|
| 529 |  | 
|---|
| 530 |  | 
|---|
| 531 |     // now check if we reached the end of both trees | 
|---|
| 532 |     if( unlikely((this->nodeRight == NULL && this->nodeLeft == NULL) && | 
|---|
| 533 |         (treeNode->nodeRight == NULL && treeNode->nodeLeft == NULL)) ) | 
|---|
| 534 |     { | 
|---|
| 535 |       CoRe::CollisionTube::getInstance()->registerCollisionEvent( nodeA, nodeB, (BoundingVolume*)this->bvElement, (BoundingVolume*)treeNode->bvElement); | 
|---|
| 536 |     } | 
|---|
| 537 |  | 
|---|
| 538 |   } | 
|---|
| 539 | } | 
|---|
| 540 |  | 
|---|
| 541 |  | 
|---|
| 542 | /** | 
|---|
| 543 |  * this actualy checks if one obb box touches the other | 
|---|
| 544 |  * @param boxA the box from nodeA | 
|---|
| 545 |  * @param boxB the box from nodeB | 
|---|
| 546 |  * @param nodeA the node itself | 
|---|
| 547 |  * @param nodeB the node itself | 
|---|
| 548 |  */ | 
|---|
| 549 | bool AABBTreeNode::overlapTest(AABB* boxA, AABB* boxB, WorldEntity* nodeA, WorldEntity* nodeB) | 
|---|
| 550 | { | 
|---|
| 551 |   //HACK remove this again | 
|---|
| 552 |   this->owner = nodeA; | 
|---|
| 553 |   //   if( boxB == NULL || boxA == NULL) | 
|---|
| 554 |   //     return false; | 
|---|
| 555 |  | 
|---|
| 556 |   /* first check all axis */ | 
|---|
| 557 |   Vector      t; | 
|---|
| 558 |   float       rA = 0.0f; | 
|---|
| 559 |   float       rB = 0.0f; | 
|---|
| 560 |   Vector      l; | 
|---|
| 561 |   Vector      rotAxisA[3]; | 
|---|
| 562 |   Vector      rotAxisB[3]; | 
|---|
| 563 |  | 
|---|
| 564 |   rotAxisA[0] =  nodeA->getAbsDir().apply(boxA->axis[0]); | 
|---|
| 565 |   rotAxisA[1] =  nodeA->getAbsDir().apply(boxA->axis[1]); | 
|---|
| 566 |   rotAxisA[2] =  nodeA->getAbsDir().apply(boxA->axis[2]); | 
|---|
| 567 |  | 
|---|
| 568 |   rotAxisB[0] =  nodeB->getAbsDir().apply(boxB->axis[0]); | 
|---|
| 569 |   rotAxisB[1] =  nodeB->getAbsDir().apply(boxB->axis[1]); | 
|---|
| 570 |   rotAxisB[2] =  nodeB->getAbsDir().apply(boxB->axis[2]); | 
|---|
| 571 |  | 
|---|
| 572 |   t = nodeA->getAbsCoor() + nodeA->getAbsDir().apply(boxA->center) - ( nodeB->getAbsCoor() + nodeB->getAbsDir().apply(boxB->center)); | 
|---|
| 573 |  | 
|---|
| 574 |   /* All 3 axis of the object A */ | 
|---|
| 575 |   for( int j = 0; j < 3; ++j) | 
|---|
| 576 |   { | 
|---|
| 577 |     rA = 0.0f; | 
|---|
| 578 |     rB = 0.0f; | 
|---|
| 579 |     l = rotAxisA[j]; | 
|---|
| 580 |  | 
|---|
| 581 |     rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); | 
|---|
| 582 |     rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); | 
|---|
| 583 |     rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); | 
|---|
| 584 |  | 
|---|
| 585 |     rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); | 
|---|
| 586 |     rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); | 
|---|
| 587 |     rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); | 
|---|
| 588 |  | 
|---|
| 589 |     PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); | 
|---|
| 590 |  | 
|---|
| 591 |     if( (rA + rB) < fabs(t.dot(l))) | 
|---|
| 592 |     { | 
|---|
| 593 |       PRINTF(4)("no Collision\n"); | 
|---|
| 594 |       return false; | 
|---|
| 595 |     } | 
|---|
| 596 |   } | 
|---|
| 597 |  | 
|---|
| 598 |   /* All 3 axis of the object B */ | 
|---|
| 599 |   for( int j = 0; j < 3; ++j) | 
|---|
| 600 |   { | 
|---|
| 601 |     rA = 0.0f; | 
|---|
| 602 |     rB = 0.0f; | 
|---|
| 603 |     l = rotAxisB[j]; | 
|---|
| 604 |  | 
|---|
| 605 |     rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); | 
|---|
| 606 |     rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); | 
|---|
| 607 |     rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); | 
|---|
| 608 |  | 
|---|
| 609 |     rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); | 
|---|
| 610 |     rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); | 
|---|
| 611 |     rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); | 
|---|
| 612 |  | 
|---|
| 613 |     PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); | 
|---|
| 614 |  | 
|---|
| 615 |     if( (rA + rB) < fabs(t.dot(l))) | 
|---|
| 616 |     { | 
|---|
| 617 |       PRINTF(4)("no Collision\n"); | 
|---|
| 618 |       return false; | 
|---|
| 619 |     } | 
|---|
| 620 |   } | 
|---|
| 621 |  | 
|---|
| 622 |  | 
|---|
| 623 |   /* Now check for all face cross products */ | 
|---|
| 624 |  | 
|---|
| 625 |   for( int j = 0; j < 3; ++j) | 
|---|
| 626 |   { | 
|---|
| 627 |     for(int k = 0; k < 3; ++k ) | 
|---|
| 628 |     { | 
|---|
| 629 |       rA = 0.0f; | 
|---|
| 630 |       rB = 0.0f; | 
|---|
| 631 |       l = rotAxisA[j].cross(rotAxisB[k]); | 
|---|
| 632 |  | 
|---|
| 633 |       rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); | 
|---|
| 634 |       rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); | 
|---|
| 635 |       rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); | 
|---|
| 636 |  | 
|---|
| 637 |       rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); | 
|---|
| 638 |       rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); | 
|---|
| 639 |       rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); | 
|---|
| 640 |  | 
|---|
| 641 |       PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); | 
|---|
| 642 |  | 
|---|
| 643 |       if( (rA + rB) < fabs(t.dot(l))) | 
|---|
| 644 |       { | 
|---|
| 645 |         PRINTF(4)("keine Kollision\n"); | 
|---|
| 646 |         return false; | 
|---|
| 647 |       } | 
|---|
| 648 |     } | 
|---|
| 649 |   } | 
|---|
| 650 |  | 
|---|
| 651 |   /* FIXME: there is no collision mark set now */ | 
|---|
| 652 |      boxA->bCollided = true; /* use this ONLY(!!!!) for drawing operations */ | 
|---|
| 653 |      boxB->bCollided = true; | 
|---|
| 654 |  | 
|---|
| 655 |  | 
|---|
| 656 |   PRINTF(4)("Kollision!\n"); | 
|---|
| 657 |   return true; | 
|---|
| 658 | } | 
|---|
| 659 |  | 
|---|
| 660 |  | 
|---|
| 661 | /** | 
|---|
| 662 |  * | 
|---|
| 663 |  * draw the BV tree - debug mode | 
|---|
| 664 |  */ | 
|---|
| 665 | void AABBTreeNode::drawBV(int depth, int drawMode, const Vector& color,  bool top) const | 
|---|
| 666 | { | 
|---|
| 667 |   /* this function can be used to draw the triangles and/or the points only  */ | 
|---|
| 668 |   if( 1 /*drawMode & DRAW_MODEL || drawMode & DRAW_ALL*/) | 
|---|
| 669 |   { | 
|---|
| 670 |     if( depth == 0/*!(drawMode & DRAW_SINGLE && depth != 0)*/) | 
|---|
| 671 |     { | 
|---|
| 672 |       if( 1 /*drawMode & DRAW_POINTS*/) | 
|---|
| 673 |       { | 
|---|
| 674 |         glBegin(GL_POINTS); | 
|---|
| 675 |         glColor3f(0.3, 0.8, 0.54); | 
|---|
| 676 |         for(unsigned int i = 0; i < this->bvElement->modelInf->numVertices*3; i+=3) | 
|---|
| 677 |           glVertex3f(this->bvElement->modelInf->pVertices[i], | 
|---|
| 678 |                      this->bvElement->modelInf->pVertices[i+1], | 
|---|
| 679 |                      this->bvElement->modelInf->pVertices[i+2]); | 
|---|
| 680 |         glEnd(); | 
|---|
| 681 |       } | 
|---|
| 682 |     } | 
|---|
| 683 |   } | 
|---|
| 684 |  | 
|---|
| 685 |   if (top) | 
|---|
| 686 |   { | 
|---|
| 687 |     glPushAttrib(GL_ENABLE_BIT); | 
|---|
| 688 |     glDisable(GL_LIGHTING); | 
|---|
| 689 |     glDisable(GL_TEXTURE_2D); | 
|---|
| 690 |   } | 
|---|
| 691 |   glColor3f(color.x, color.y, color.z); | 
|---|
| 692 |  | 
|---|
| 693 |  | 
|---|
| 694 |   /* draw world axes */ | 
|---|
| 695 |   if( 1 /*drawMode & DRAW_BV_AXIS*/) | 
|---|
| 696 |   { | 
|---|
| 697 |     glBegin(GL_LINES); | 
|---|
| 698 |     glColor3f(1.0, 0.0, 0.0); | 
|---|
| 699 |     glVertex3f(0.0, 0.0, 0.0); | 
|---|
| 700 |     glVertex3f(3.0, 0.0, 0.0); | 
|---|
| 701 |  | 
|---|
| 702 |     glColor3f(0.0, 1.0, 0.0); | 
|---|
| 703 |     glVertex3f(0.0, 0.0, 0.0); | 
|---|
| 704 |     glVertex3f(0.0, 3.0, 0.0); | 
|---|
| 705 |  | 
|---|
| 706 |     glColor3f(0.0, 0.0, 1.0); | 
|---|
| 707 |     glVertex3f(0.0, 0.0, 0.0); | 
|---|
| 708 |     glVertex3f(0.0, 0.0, 3.0); | 
|---|
| 709 |     glEnd(); | 
|---|
| 710 |   } | 
|---|
| 711 |  | 
|---|
| 712 |  | 
|---|
| 713 |   if( 1/*drawMode & DRAW_BV_AXIS || drawMode & DRAW_ALL*/) | 
|---|
| 714 |   { | 
|---|
| 715 |     if( 1/*drawMode & DRAW_SINGLE && depth != 0*/) | 
|---|
| 716 |     { | 
|---|
| 717 |       /* draw the obb axes */ | 
|---|
| 718 |       glBegin(GL_LINES); | 
|---|
| 719 |       glColor3f(1.0, 0.0, 0.0); | 
|---|
| 720 |       glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); | 
|---|
| 721 |       glVertex3f(this->bvElement->center.x + this->bvElement->axis[0].x * this->bvElement->halfLength[0], | 
|---|
| 722 |                  this->bvElement->center.y + this->bvElement->axis[0].y * this->bvElement->halfLength[0], | 
|---|
| 723 |                  this->bvElement->center.z + this->bvElement->axis[0].z * this->bvElement->halfLength[0]); | 
|---|
| 724 |  | 
|---|
| 725 |       glColor3f(0.0, 1.0, 0.0); | 
|---|
| 726 |       glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); | 
|---|
| 727 |       glVertex3f(this->bvElement->center.x + this->bvElement->axis[1].x * this->bvElement->halfLength[1], | 
|---|
| 728 |                  this->bvElement->center.y + this->bvElement->axis[1].y * this->bvElement->halfLength[1], | 
|---|
| 729 |                  this->bvElement->center.z + this->bvElement->axis[1].z * this->bvElement->halfLength[1]); | 
|---|
| 730 |  | 
|---|
| 731 |       glColor3f(0.0, 0.0, 1.0); | 
|---|
| 732 |       glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); | 
|---|
| 733 |       glVertex3f(this->bvElement->center.x + this->bvElement->axis[2].x * this->bvElement->halfLength[2], | 
|---|
| 734 |                  this->bvElement->center.y + this->bvElement->axis[2].y * this->bvElement->halfLength[2], | 
|---|
| 735 |                  this->bvElement->center.z + this->bvElement->axis[2].z * this->bvElement->halfLength[2]); | 
|---|
| 736 |       glEnd(); | 
|---|
| 737 |     } | 
|---|
| 738 |   } | 
|---|
| 739 |  | 
|---|
| 740 |  | 
|---|
| 741 |   /* DRAW POLYGONS */ | 
|---|
| 742 |   if( drawMode & DRAW_BV_POLYGON || drawMode & DRAW_ALL || drawMode & DRAW_BV_BLENDED) | 
|---|
| 743 |   { | 
|---|
| 744 |     if (top) | 
|---|
| 745 |     { | 
|---|
| 746 |       glEnable(GL_BLEND); | 
|---|
| 747 |       glBlendFunc(GL_SRC_ALPHA, GL_ONE); | 
|---|
| 748 |     } | 
|---|
| 749 |  | 
|---|
| 750 |     if( this->nodeLeft == NULL && this->nodeRight == NULL) | 
|---|
| 751 |       depth = 0; | 
|---|
| 752 |  | 
|---|
| 753 |     if( depth == 0 /*!(drawMode & DRAW_SINGLE && depth != 0)*/) | 
|---|
| 754 |     { | 
|---|
| 755 |  | 
|---|
| 756 |  | 
|---|
| 757 |       Vector cen = this->bvElement->center; | 
|---|
| 758 |       Vector* axis = this->bvElement->axis; | 
|---|
| 759 |       float* len = this->bvElement->halfLength; | 
|---|
| 760 |  | 
|---|
| 761 |       if( this->bvElement->bCollided) | 
|---|
| 762 |       { | 
|---|
| 763 |         glColor4f(1.0, 1.0, 1.0, .5); // COLLISION COLOR | 
|---|
| 764 |       } | 
|---|
| 765 |       else if( drawMode & DRAW_BV_BLENDED) | 
|---|
| 766 |       { | 
|---|
| 767 |         glColor4f(color.x, color.y, color.z, .5); | 
|---|
| 768 |       } | 
|---|
| 769 |  | 
|---|
| 770 |  | 
|---|
| 771 |       /* draw bounding box */ | 
|---|
| 772 |       if( drawMode & DRAW_BV_BLENDED) | 
|---|
| 773 |         glBegin(GL_QUADS); | 
|---|
| 774 |       else | 
|---|
| 775 |         glBegin(GL_LINE_LOOP); | 
|---|
| 776 |       glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 777 |                  cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 778 |                  cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 779 |       glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 780 |                  cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 781 |                  cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 782 |       glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 783 |                  cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 784 |                  cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 785 |       glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 786 |                  cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 787 |                  cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 788 |       glEnd(); | 
|---|
| 789 |  | 
|---|
| 790 |       if( drawMode & DRAW_BV_BLENDED) | 
|---|
| 791 |         glBegin(GL_QUADS); | 
|---|
| 792 |       else | 
|---|
| 793 |         glBegin(GL_LINE_LOOP); | 
|---|
| 794 |       glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 795 |                  cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 796 |                  cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 797 |       glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 798 |                  cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 799 |                  cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 800 |       glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 801 |                  cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 802 |                  cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 803 |       glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 804 |                  cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 805 |                  cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 806 |       glEnd(); | 
|---|
| 807 |  | 
|---|
| 808 |       if( drawMode & DRAW_BV_BLENDED) | 
|---|
| 809 |         glBegin(GL_QUADS); | 
|---|
| 810 |       else | 
|---|
| 811 |         glBegin(GL_LINE_LOOP); | 
|---|
| 812 |       glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 813 |                  cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 814 |                  cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 815 |       glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 816 |                  cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 817 |                  cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 818 |       glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 819 |                  cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 820 |                  cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 821 |       glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 822 |                  cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 823 |                  cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 824 |       glEnd(); | 
|---|
| 825 |  | 
|---|
| 826 |       if( drawMode & DRAW_BV_BLENDED) | 
|---|
| 827 |         glBegin(GL_QUADS); | 
|---|
| 828 |       else | 
|---|
| 829 |         glBegin(GL_LINE_LOOP); | 
|---|
| 830 |       glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 831 |                  cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 832 |                  cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 833 |       glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 834 |                  cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 835 |                  cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 836 |       glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 837 |                  cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 838 |                  cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 839 |       glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 840 |                  cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 841 |                  cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 842 |       glEnd(); | 
|---|
| 843 |  | 
|---|
| 844 |  | 
|---|
| 845 |       if( drawMode & DRAW_BV_BLENDED) | 
|---|
| 846 |       { | 
|---|
| 847 |         glBegin(GL_QUADS); | 
|---|
| 848 |         glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 849 |                    cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 850 |                    cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 851 |         glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 852 |                    cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 853 |                    cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 854 |         glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 855 |                    cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 856 |                    cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 857 |         glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], | 
|---|
| 858 |                    cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], | 
|---|
| 859 |                    cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); | 
|---|
| 860 |         glEnd(); | 
|---|
| 861 |  | 
|---|
| 862 |         glBegin(GL_QUADS); | 
|---|
| 863 |         glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 864 |                    cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 865 |                    cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 866 |         glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 867 |                    cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 868 |                    cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 869 |         glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 870 |                    cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 871 |                    cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 872 |         glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], | 
|---|
| 873 |                    cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], | 
|---|
| 874 |                    cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); | 
|---|
| 875 |         glEnd(); | 
|---|
| 876 |       } | 
|---|
| 877 |  | 
|---|
| 878 |       if( drawMode & DRAW_BV_BLENDED) | 
|---|
| 879 |         glColor3f(color.x, color.y, color.z); | 
|---|
| 880 |     } | 
|---|
| 881 |   } | 
|---|
| 882 |  | 
|---|
| 883 |   /* DRAW SEPARATING PLANE */ | 
|---|
| 884 |   if( drawMode & DRAW_SEPARATING_PLANE || drawMode & DRAW_ALL) | 
|---|
| 885 |   { | 
|---|
| 886 |     if( !(drawMode & DRAW_SINGLE && depth != 0)) | 
|---|
| 887 |     { | 
|---|
| 888 |       if( drawMode & DRAW_BV_BLENDED) | 
|---|
| 889 |         glColor4f(color.x, color.y, color.z, .6); | 
|---|
| 890 |  | 
|---|
| 891 |       /* now draw the separation plane */ | 
|---|
| 892 |       Vector a1 = this->bvElement->axis[(this->longestAxisIndex + 1)%3]; | 
|---|
| 893 |       Vector a2 = this->bvElement->axis[(this->longestAxisIndex + 2)%3]; | 
|---|
| 894 |       Vector c = this->bvElement->center; | 
|---|
| 895 |       float l1 = this->bvElement->halfLength[(this->longestAxisIndex + 1)%3]; | 
|---|
| 896 |       float l2 = this->bvElement->halfLength[(this->longestAxisIndex + 2)%3]; | 
|---|
| 897 |       glBegin(GL_QUADS); | 
|---|
| 898 |       glVertex3f(c.x + a1.x * l1 + a2.x * l2, c.y + a1.y * l1+ a2.y * l2, c.z + a1.z * l1 + a2.z * l2); | 
|---|
| 899 |       glVertex3f(c.x - a1.x * l1 + a2.x * l2, c.y - a1.y * l1+ a2.y * l2, c.z - a1.z * l1 + a2.z * l2); | 
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| 900 |       glVertex3f(c.x - a1.x * l1 - a2.x * l2, c.y - a1.y * l1- a2.y * l2, c.z - a1.z * l1 - a2.z * l2); | 
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| 901 |       glVertex3f(c.x + a1.x * l1 - a2.x * l2, c.y + a1.y * l1- a2.y * l2, c.z + a1.z * l1 - a2.z * l2); | 
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| 902 |       glEnd(); | 
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| 903 |  | 
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| 904 |       if( drawMode & DRAW_BV_BLENDED) | 
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| 905 |         glColor4f(color.x, color.y, color.z, 1.0); | 
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| 906 |  | 
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| 907 |     } | 
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| 908 |   } | 
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| 909 |  | 
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| 910 |  | 
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| 911 |  | 
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| 912 |   if (depth > 0) | 
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| 913 |   { | 
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| 914 |     if( this->nodeLeft != NULL) | 
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| 915 |       this->nodeLeft->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(15.0,0.0,0.0)), false); | 
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| 916 |     if( this->nodeRight != NULL) | 
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| 917 |       this->nodeRight->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(30.0,0.0,0.0)), false); | 
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| 918 |   } | 
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| 919 |   this->bvElement->bCollided = false; | 
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| 920 |  | 
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| 921 |   if (top) | 
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| 922 |     glPopAttrib(); | 
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| 923 | } | 
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| 924 |  | 
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| 925 |  | 
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| 926 |  | 
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| 927 | void AABBTreeNode::debug() const | 
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| 928 | { | 
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| 929 |   PRINT(0)("========AABBTreeNode::debug()=====\n"); | 
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| 930 |   PRINT(0)(" Current depth: %i", this->depth); | 
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| 931 |   PRINT(0)(" "); | 
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| 932 |   PRINT(0)("=================================\n"); | 
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| 933 | } | 
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