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source: orxonox.OLD/trunk/src/lib/collision_detection/obb_tree_node.cc @ 5684

Last change on this file since 5684 was 5684, checked in by patrick, 18 years ago

orxonox/trunk: extended the obb interface dramaticaly:D , in near future it will support the modelInfo structure and therefore will be based on triangles

File size: 38.4 KB
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[4588]1/*
[4541]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
[4617]11### File Specific:
[4541]12   main-programmer: Patrick Boenzli
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
17
18#include "obb_tree_node.h"
[4542]19#include "list.h"
20#include "obb.h"
[4616]21#include "obb_tree.h"
[5674]22#include "matrix.h"
[4550]23#include "abstract_model.h"
[5028]24#include "world_entity.h"
[4541]25
[5481]26#include "color.h"
[4543]27
[5511]28#include "debug.h"
[5431]29#include "glincl.h"
[4572]30
31
32
[4541]33using namespace std;
34
[4622]35OBBTree*  OBBTreeNode::obbTree = NULL;
[4541]36
[5431]37float**  OBBTreeNode::coMat = NULL;
38float**  OBBTreeNode::eigvMat = NULL;
39float*   OBBTreeNode::eigvlMat = NULL;
40int*     OBBTreeNode::rotCount = NULL;
[5430]41GLUquadricObj* OBBTreeNode_sphereObj = NULL;
[4630]42
[4541]43/**
[4836]44 *  standard constructor
[4617]45 */
[4588]46OBBTreeNode::OBBTreeNode ()
[4541]47{
[4617]48  this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode");
[4618]49  this->nodeLeft = NULL;
50  this->nodeRight = NULL;
[4814]51  this->bvElement = NULL;
[4630]52
[5431]53  if(OBBTreeNode::coMat == NULL)
[4630]54  {
[5431]55    OBBTreeNode::coMat = new float*[4];
[4630]56    for(int i = 0; i < 4; i++)
[5431]57      OBBTreeNode::coMat[i] = new float[4];
[4630]58  }
[5431]59  if(OBBTreeNode::eigvMat == NULL)
[4630]60  {
[5431]61    OBBTreeNode::eigvMat = new float*[4];
[4630]62    for(int i = 0; i < 4; i++)
[5431]63      OBBTreeNode::eigvMat[i] = new float[4];
[4630]64  }
[5431]65  if( OBBTreeNode::eigvlMat == NULL)
[4630]66  {
[5431]67    OBBTreeNode::eigvlMat = new float[4];
[4630]68  }
[5431]69  if( OBBTreeNode::rotCount == NULL)
70    OBBTreeNode::rotCount = new int;
[4638]71
[5430]72  if (OBBTreeNode_sphereObj == NULL)
73    OBBTreeNode_sphereObj = gluNewQuadric();
[4541]74}
75
76
77/**
[4836]78 *  standard deconstructor
[4617]79 */
[4588]80OBBTreeNode::~OBBTreeNode ()
[4541]81{
[4814]82  if( this->nodeLeft)
83  {
84    delete this->nodeLeft;
85    this->nodeLeft = NULL;
86  }
87  if( this->nodeRight)
88  {
89    delete this->nodeRight;
90    this->nodeRight = NULL;
91  }
92  if( this->bvElement)
93    delete this->bvElement;
94  this->bvElement = NULL;
[4541]95}
96
97
[5684]98/**
99 *  creates a new BVTree or BVTree partition
100 * @param depth: how much more depth-steps to go: if == 1 don't go any deeper!
101 * @param modInfo: model informations from the abstrac model
102 *
103 * this function creates the Bounding Volume tree from a modelInfo struct and bases its calculations
104 * on the triangle informations (triangle soup not polygon soup)
105 */
106void OBBTreeNode::spawnBVTree(const int depth, const modelInfo& modInfo)
107{
108  int length = 0;
109  sVec3D* verticesList;
110 
111  PRINT(3)("\n");
112  this->treeIndex = this->obbTree->getID();
113  PRINTF(3)("OBB Depth: %i, tree index: %i, numVertices: %i\n", depth, treeIndex, length);
114  this->depth = depth;
[4542]115
[5684]116
117  this->bvElement = new OBB();
118  this->bvElement->vertices = verticesList;
119  this->bvElement->numOfVertices = length;
120  PRINTF(3)("Created OBBox\n");
121  this->calculateBoxCovariance(this->bvElement, modInfo);
122  PRINTF(3)("Calculated attributes1\n");
123  this->calculateBoxEigenvectors(this->bvElement, modInfo);
124  PRINTF(3)("Calculated attributes2\n");
125  this->calculateBoxAxis(this->bvElement,modInfo);
126  PRINTF(3)("Calculated attributes3\n");
127
128  /* if this is the first node, the vertices data are the original ones of the model itself, so dont delete them in cleanup */
129  if( this->treeIndex == 1)
130    this->bvElement->bOrigVertices = true;
131
132  if( likely( this->depth > 0))
133  {
134    this->forkBox(this->bvElement);
135
136
137//     if(this->tmpLen1 > 2)
138//     {
139//       OBBTreeNode* node1 = new OBBTreeNode();
140//       this->nodeLeft = node1;
141//       this->nodeLeft->spawnBVTree(depth - 1, this->tmpVert1, this->tmpLen1);
142//     }
143//     else
144//     {
145//       PRINTF(3)("Aboarding tree walk: less than 3 vertices left\n");
146//     }
147//
148//     if( this->tmpLen2 > 2)
149//     {
150//       OBBTreeNode* node2 = new OBBTreeNode();
151//       this->nodeRight = node2;
152//       this->nodeRight->spawnBVTree(depth - 1, this->tmpVert2, this->tmpLen2);
153//     }
154//     else
155//     {
156//       PRINTF(3)("Abording tree walk: less than 3 vertices left\n");
157//     }
158
159  }
160}
161
162
[4542]163/**
[4836]164 *  creates a new BVTree or BVTree partition
165 * @param depth: how much more depth-steps to go: if == 1 don't go any deeper!
166 * @param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle
[5684]167 *
168 * this function creates an Bounding Volume tree from a vertices soup (no triangle data)
[4617]169 */
[4544]170void OBBTreeNode::spawnBVTree(const int depth, sVec3D *verticesList, const int length)
[4542]171{
[4717]172  PRINT(3)("\n");
[4638]173  this->treeIndex = this->obbTree->getID();
[4717]174  PRINTF(3)("OBB Depth: %i, tree index: %i, numVertices: %i\n", depth, treeIndex, length);
[4614]175  this->depth = depth;
176
[4638]177
[4630]178  this->bvElement = new OBB();
[4638]179  this->bvElement->vertices = verticesList;
180  this->bvElement->numOfVertices = length;
181  PRINTF(3)("Created OBBox\n");
[4632]182  this->calculateBoxCovariance(this->bvElement, verticesList, length);
[4638]183  PRINTF(3)("Calculated attributes1\n");
[4632]184  this->calculateBoxEigenvectors(this->bvElement, verticesList, length);
[4638]185  PRINTF(3)("Calculated attributes2\n");
[4632]186  this->calculateBoxAxis(this->bvElement, verticesList, length);
[4638]187  PRINTF(3)("Calculated attributes3\n");
[4617]188
[4814]189  /* if this is the first node, the vertices data are the original ones of the model itself, so dont delete them in cleanup */
190  if( this->treeIndex == 1)
191    this->bvElement->bOrigVertices = true;
[4632]192
[4614]193  if( likely( this->depth > 0))
194  {
195    this->forkBox(this->bvElement);
[4626]196
[4630]197
[4710]198    if(this->tmpLen1 > 2)
[4638]199    {
200      OBBTreeNode* node1 = new OBBTreeNode();
201      this->nodeLeft = node1;
202      this->nodeLeft->spawnBVTree(depth - 1, this->tmpVert1, this->tmpLen1);
203    }
204    else
205    {
[4717]206      PRINTF(3)("Aboarding tree walk: less than 3 vertices left\n");
[4638]207    }
[4630]208
[4710]209    if( this->tmpLen2 > 2)
[4638]210    {
211      OBBTreeNode* node2 = new OBBTreeNode();
212      this->nodeRight = node2;
213      this->nodeRight->spawnBVTree(depth - 1, this->tmpVert2, this->tmpLen2);
214    }
215    else
216    {
[4717]217      PRINTF(3)("Abording tree walk: less than 3 vertices left\n");
[4638]218    }
[4614]219  }
[4557]220}
221
222
[5684]223void OBBTreeNode::calculateBoxCovariance(OBB* box, const modelInfo& modInfo)
224{}
[4557]225
[5684]226
[4632]227void OBBTreeNode::calculateBoxCovariance(OBB* box, sVec3D* verticesList, int length)
[4557]228{
[4543]229  float     facelet[length];                         //!< surface area of the i'th triangle of the convex hull
[5428]230  float     face = 0.0f;                             //!< surface area of the entire convex hull
[4588]231  Vector    centroid[length];                        //!< centroid of the i'th convex hull
[4557]232  Vector    center;                                  //!< the center of the entire hull
[4544]233  Vector    p, q, r;                                 //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d
[4545]234  Vector    t1, t2;                                  //!< temporary values
[4628]235  float     covariance[3][3];                        //!< the covariance matrix
[4674]236  int       mode = 0;                                //!< mode = 0: vertex soup, no connections, mode = 1: 3 following verteces build a triangle
[4588]237
[4553]238  this->numOfVertices = length;
239  this->vertices = verticesList;
240
[4562]241
[4648]242  if( likely(mode == 0))
243  {
244    /* fist compute all the convex hull face/facelets and centroids */
[5428]245    for( int i = 0; i+3 < length ; i+=3)          /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/
[4648]246    {
247      p = verticesList[i];
248      q = verticesList[i + 1];
249      r = verticesList[i + 2];
[4638]250
[4648]251      t1 = p - q; t2 = p - r;
[4638]252
[4648]253      /* finding the facelet surface via cross-product */
254      facelet[i] = 0.5f * fabs( t1.cross(t2).len() );
255      /* update the entire convex hull surface */
256      face += facelet[i];
257
258      /* calculate the cetroid of the hull triangles */
259      centroid[i] = (p + q + r) * 1/3;
260      /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */
261      center += centroid[i] * facelet[i];
262    }
263    /* take the average of the centroid sum */
264    center /= face;
265    PRINTF(3)("-- Calculated Center\n");
266
267
268    /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */
[5428]269    for( int j = 0; j < 3; ++j)
[4648]270    {
[5428]271      for( int k = 0; k < 3; ++k)
[4648]272      {
[5428]273        for( int i = 0; i + 3 < length; i+=3)
[4648]274        {
275          p = verticesList[i];
276          q = verticesList[i + 1];
277          r = verticesList[i + 2];
278
279          covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j] * p[k] +
280              q[j] * q[k] + r[j] * r[k]) - center[j] * center[k];
281        }
282      }
283    }
284    PRINTF(3)("-- Calculated Covariance\n");
285  }
286  else if( mode == 1)
[4617]287  {
[5428]288    for( int i = 0; i + 3 < length; i+=3)          /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/
[4648]289    {
290      p = verticesList[i];
291      q = verticesList[i + 1];
292      r = verticesList[i + 2];
[4588]293
[4648]294      centroid[i] = (p + q + r) / 3.0f;
295      center += centroid[i];
296    }
297    center /= length;
[4588]298
[4648]299    for( int j = 0; j < 3; ++j)
300    {
301      for( int k = 0; k < 3; ++k)
302      {
[5428]303        for( int i = 0; i + 3 < length; i+=3)
[4648]304        {
305          p = verticesList[i];
306          q = verticesList[i +1];
307          r = verticesList[i + 2];
[4545]308
[4648]309          covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k];
310        }
311        covariance[j][k] /= (3.0f * length);
312      }
313    }
314    PRINTF(3)("-- Calculated Covariance\n");
[4617]315  }
[4648]316  else if( mode == 2)
317  {
318    /* fist compute all the convex hull face/facelets and centroids */
[5428]319    for(int i = 0; i + 3 < length; i+=3)          /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/
[4648]320    {
321      p = verticesList[i];
322      q = verticesList[i + 1];
323      r = verticesList[i + 2];
[4562]324
[4648]325      t1 = p - q; t2 = p - r;
[4562]326
[4648]327      /* finding the facelet surface via cross-product */
328      facelet[i] = 0.5f * fabs( t1.cross(t2).len() );
329      /* update the entire convex hull surface */
330      face += facelet[i];
331
332      /* calculate the cetroid of the hull triangles */
333      centroid[i] = (p + q + r) * 1/3;
334      /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */
335      center += centroid[i] * facelet[i];
336    }
337    /* take the average of the centroid sum */
338    center /= face;
339    PRINTF(3)("-- Calculated Center\n");
340
341    for( int j = 0; j < 3; ++j)
342    {
343      for( int k = 0; k < 3; ++k)
344      {
[5428]345        for( int i = 0; i + 3 < length; i+=3)
[4648]346        {
347          p = verticesList[i];
348          q = verticesList[i +1];
349          r = verticesList[i + 2];
350
351          covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k];
352        }
353        covariance[j][k] /= (3.0f * length);
354      }
355    }
356    PRINTF(3)("-- Calculated Covariance\n");
357  }
358  else
[4617]359  {
[4648]360    for( int i = 0; i < length; ++i)          /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/
[4545]361    {
[4648]362      center += verticesList[i];
363    }
364    center /= length;
365
366    for( int j = 0; j < 3; ++j)
367    {
368      for( int k = 0; k < 3; ++k)
[4617]369      {
[5428]370        for( int i = 0; i + 3 < length; i+=3)
[4648]371        {
372          p = verticesList[i];
373          q = verticesList[i +1];
374          r = verticesList[i + 2];
[4544]375
[4648]376          covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k];
377        }
378        covariance[j][k] /= (3.0f * length);
[4617]379      }
[4545]380    }
[4648]381    PRINTF(3)("-- Calculated Covariance\n");
[4617]382  }
[4562]383
[4648]384  PRINTF(3)("\nVertex Data:\n");
[4638]385  for(int i = 0; i < length; i++)
386  {
[4648]387    PRINTF(3)("vertex %i: %f, %f, %f\n", i, box->vertices[i][0], box->vertices[i][1], box->vertices[i][2]);
[4638]388  }
[4588]389
[4648]390
[4675]391  PRINTF(3)("\nCovariance Matrix:\n");
[4674]392  for(int j = 0; j < 3; ++j)
393  {
[4675]394    PRINT(3)(" |");
[4674]395    for(int k = 0; k < 3; ++k)
396    {
[4675]397      PRINT(3)(" \b%f ", covariance[j][k]);
[4674]398    }
[4675]399    PRINT(3)(" |\n");
[4674]400  }
401
[4638]402  PRINTF(3)("center: %f, %f, %f\n", center.x, center.y, center.z);
[4553]403
[4588]404
[4674]405  for(int i = 0; i < 3; ++i)
406  {
407    box->covarianceMatrix[i][0] = covariance[i][0];
408    box->covarianceMatrix[i][1] = covariance[i][1];
409    box->covarianceMatrix[i][2] = covariance[i][2];
410  }
[4560]411  *box->center = center;
[4638]412  PRINTF(3)("-- Written Result to obb\n");
[4631]413}
[4557]414
[4631]415
[5684]416void OBBTreeNode::calculateBoxEigenvectors(OBB* box, const modelInfo& modInfo)
417{}
[4631]418
[4632]419void OBBTreeNode::calculateBoxEigenvectors(OBB* box, sVec3D* verticesList, int length)
[4631]420{
421
[4557]422  /* now getting spanning vectors of the sub-space:
[4617]423  the eigenvectors of a symmertric matrix, such as the
424  covarience matrix are mutually orthogonal.
425  after normalizing them, they can be used as a the basis
426  vectors
[4557]427  */
[4660]428  Vector*              axis = new Vector[3];                //!< the references to the obb axis
[4588]429
[5674]430  Matrix covMat(  box->covarianceMatrix[0][0], box->covarianceMatrix[0][1], box->covarianceMatrix[0][2],
431                  box->covarianceMatrix[1][0], box->covarianceMatrix[1][1], box->covarianceMatrix[1][2],
432                  box->covarianceMatrix[2][0], box->covarianceMatrix[2][1], box->covarianceMatrix[2][2] );
433  covMat.getEigenVectors(axis[0], axis[1], axis[2] );
[4627]434
[5449]435
[4630]436  /* new jacobi tests */
[5674]437//  JacobI(OBBTreeNode::coMat, OBBTreeNode::eigvlMat, OBBTreeNode::eigvMat, OBBTreeNode::rotCount);
438//  PRINTF(3)("-- Done Jacobi Decomposition\n");
[4628]439
[4627]440
[5491]441//   PRINTF(0)("Jacobi\n");
442//   for(int j = 0; j < 3; ++j)
[4629]443//   {
[5491]444//     printf(" |");
445//     for(int k = 0; k < 3; ++k)
[4629]446//     {
[5491]447//       printf(" \t%f ", OBBTreeNode::OBBTreeNode::eigvMat[j][k]);
[4629]448//     }
[5491]449//     printf(" |\n");
[4629]450//   }
451
[5674]452/*  axis[0].x = OBBTreeNode::eigvMat[0][0]; axis[0].y = OBBTreeNode::eigvMat[1][0]; axis[0].z = OBBTreeNode::eigvMat[2][0];
[5449]453  axis[1].x = OBBTreeNode::eigvMat[0][1]; axis[1].y = OBBTreeNode::eigvMat[1][1]; axis[1].z = OBBTreeNode::eigvMat[2][1];
454  axis[2].x = OBBTreeNode::eigvMat[0][2]; axis[2].y = OBBTreeNode::eigvMat[1][2]; axis[2].z = OBBTreeNode::eigvMat[2][2];
[4705]455  axis[0].normalize();
456  axis[1].normalize();
[5674]457  axis[2].normalize();*/
[4576]458  box->axis = axis;
[4660]459
[5492]460//   PRINTF(0)("-- Got Axis\n");
461//
462//   PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[0].x, box->axis[0].y, box->axis[0].z);
463//   PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[1].x, box->axis[1].y, box->axis[1].z);
464//   PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[2].x, box->axis[2].y, box->axis[2].z);
[4632]465}
[4588]466
[4626]467
[5684]468void OBBTreeNode::calculateBoxAxis(OBB* box, const modelInfo& modInfo)
469{}
470
471
[4632]472void OBBTreeNode::calculateBoxAxis(OBB* box, sVec3D* verticesList, int length)
[4631]473{
[4630]474
[4576]475  /* now get the axis length */
[4578]476  Line                ax[3];                                 //!< the axis
477  float*              halfLength = new float[3];             //!< half length of the axis
478  float               tmpLength;                             //!< tmp save point for the length
[4660]479  Plane               p0(box->axis[0], *box->center);       //!< the axis planes
480  Plane               p1(box->axis[1], *box->center);
481  Plane               p2(box->axis[2], *box->center);
[4658]482  float               maxLength[3];
483  float               minLength[3];
[4588]484
[4658]485
486  /* get a bad bounding box */
[4589]487  halfLength[0] = -1.0f;
[4585]488  for(int j = 0; j < length; ++j)
[4658]489    {
[4661]490      tmpLength = fabs(p0.distancePoint(vertices[j]));
[4658]491      if( tmpLength > halfLength[0])
[4659]492        halfLength[0] = tmpLength;
[4658]493    }
494
495  halfLength[1] = -1.0f;
496  for(int j = 0; j < length; ++j)
497    {
498      tmpLength = fabs(p1.distancePoint(vertices[j]));
499      if( tmpLength > halfLength[1])
[4659]500        halfLength[1] = tmpLength;
[4658]501    }
502
503  halfLength[2] = -1.0f;
504  for(int j = 0; j < length; ++j)
505    {
[4661]506      tmpLength = fabs(p2.distancePoint(vertices[j]));
[4658]507      if( tmpLength > halfLength[2])
[4659]508        halfLength[2] = tmpLength;
[4658]509    }
510
511
512
513  /* get the maximal dimensions of the body in all directions */
[4710]514    maxLength[0] = p0.distancePoint(vertices[0]);
515    minLength[0] = p0.distancePoint(vertices[0]);
[4660]516   for(int j = 0; j < length; ++j)
517   {
518     tmpLength = p0.distancePoint(vertices[j]);
519     if( tmpLength > maxLength[0])
520       maxLength[0] = tmpLength;
521     else if( tmpLength < minLength[0])
522       minLength[0] = tmpLength;
523   }
[4578]524
[4710]525   maxLength[1] = p1.distancePoint(vertices[0]);
526   minLength[1] = p1.distancePoint(vertices[0]);
[4660]527   for(int j = 0; j < length; ++j)
528   {
[4661]529     tmpLength = p1.distancePoint(vertices[j]);
[4660]530     if( tmpLength > maxLength[1])
531       maxLength[1] = tmpLength;
532     else if( tmpLength < minLength[1])
533       minLength[1] = tmpLength;
534   }
[4585]535
[4710]536   maxLength[2] = p2.distancePoint(vertices[0]);
537   minLength[2] = p2.distancePoint(vertices[0]);
[4660]538   for(int j = 0; j < length; ++j)
539   {
[4661]540     tmpLength = p2.distancePoint(vertices[j]);
[4660]541     if( tmpLength > maxLength[2])
542       maxLength[2] = tmpLength;
543     else if( tmpLength < minLength[2])
544       minLength[2] = tmpLength;
545   }
[4585]546
[4660]547
548   /* calculate the real centre of the body by using the axis length */
[4668]549   float centerOffset[3];
550   float newHalfLength[3];
[4660]551   for(int i = 0; i < 3; ++i)
552     {
[4674]553       PRINTF(3)("max: %f, min: %f \n", maxLength[i], minLength[i]);
[4710]554       centerOffset[i] = (maxLength[i] + minLength[i]) / 2.0f;       // min length is negatie
555       newHalfLength[i] = (maxLength[i] - minLength[i]) / 2.0f;      // min length is negative
[4668]556       *box->center +=  (box->axis[i] * centerOffset[i]);            // update the new center vector
557       halfLength[i] = newHalfLength[i];
[4660]558     }
559
560
561
[4586]562  box->halfLength = halfLength;
[4638]563  PRINTF(3)("-- Written Axis to obb\n");
564  PRINTF(3)("-- Finished Calculating Attributes\n");
[4585]565
[4542]566}
567
568
[4609]569
570/**
571  \brief this separates an ob-box in the middle
[4836]572* @param box: the box to separate
[4609]573
574  this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis
575 */
[4557]576void OBBTreeNode::forkBox(OBB* box)
577{
578  /* get the longest axis of the box */
[4609]579  float               aLength = -1.0f;                     //!< the length of the longest axis
580  int                 axisIndex = 0;                       //!< this is the nr of the longest axis
581
[4557]582  for(int i = 0; i < 3; ++i)
[4609]583  {
584    if( aLength < box->halfLength[i])
[4557]585    {
[4609]586      aLength = box->halfLength[i];
587      axisIndex = i;
[4557]588    }
[4609]589  }
[4588]590
[4688]591   PRINTF(3)("longest axis is: nr %i with a half-length of: %f\n", axisIndex, aLength);
[4609]592
593
[4557]594  /* get the closest vertex near the center */
[4611]595  float               dist = 999999.0f;                    //!< the smallest distance to each vertex
[4609]596  float               tmpDist;                             //!< temporary distance
597  int                 vertexIndex;
[4660]598  Plane               middlePlane(box->axis[axisIndex], *box->center); //!< the middle plane
[4588]599
[4660]600  vertexIndex = 0;
[4609]601  for(int i = 0; i < box->numOfVertices; ++i)
602  {
[4611]603    tmpDist = fabs(middlePlane.distancePoint(box->vertices[i]));
604    if( tmpDist < dist)
605    {
[4609]606      dist = tmpDist;
[4611]607      vertexIndex = i;
608    }
[4609]609  }
610
[4710]611  PRINTF(3)("\nthe clostest vertex is nr: %i, with a dist of: %f\n", vertexIndex ,dist);
[4609]612
613
[4611]614  /* now definin the separation plane through this specified nearest point and partition
[4617]615  the points depending on which side they are located
[4611]616  */
617  tList<sVec3D>      partition1;                           //!< the vertex partition 1
618  tList<sVec3D>      partition2;                           //!< the vertex partition 2
619
[4710]620
[4695]621  PRINTF(3)("vertex index: %i, of %i\n", vertexIndex, box->numOfVertices);
[4660]622  this->separationPlane = new Plane(box->axis[axisIndex], box->vertices[vertexIndex]);  //!< separation plane
[4632]623  this->sepPlaneCenter = &box->vertices[vertexIndex];
624  this->longestAxisIndex = axisIndex;
625
[4612]626  for(int i = 0; i < box->numOfVertices; ++i)
627  {
[4710]628    if( i == vertexIndex) continue;
629    tmpDist = this->separationPlane->distancePoint(box->vertices[i]);
630    if( tmpDist > 0.0)
631      partition1.add(&box->vertices[i]); /* positive numbers plus zero */
[4612]632    else
[4710]633      partition2.add(&box->vertices[i]); /* negatice numbers */
[4612]634  }
[4613]635  partition1.add(&box->vertices[vertexIndex]);
[4710]636  partition2.add(&box->vertices[vertexIndex]);
[4611]637
[4710]638  PRINTF(3)("\npartition1: got %i vertices/ partition 2: got %i vertices\n", partition1.getSize(), partition2.getSize());
[4612]639
[4613]640
641  /* now comes the separation into two different sVec3D arrays */
642  tIterator<sVec3D>* iterator;                             //!< the iterator to go through the lists
643  sVec3D*            element;                              //!< the elements
644  int                index;                                //!< index storage place
645  sVec3D*            vertList1;                            //!< the vertex list 1
646  sVec3D*            vertList2;                            //!< the vertex list 2
647
648  vertList1 = new sVec3D[partition1.getSize()];
649  vertList2 = new sVec3D[partition2.getSize()];
650
651  iterator = partition1.getIterator();
[5115]652  element = iterator->firstElement();
[4613]653  index = 0;
654  while( element != NULL)
655  {
656    vertList1[index][0] = element[0][0];
657    vertList1[index][1] = element[0][1];
658    vertList1[index][2] = element[0][2];
659    ++index;
660    element = iterator->nextElement();
661  }
662
[4638]663//   PRINTF(0)("\npartition 1:\n");
[4626]664//   for(int i = 0; i < partition1.getSize(); ++i)
665//   {
[4638]666//     PRINTF(0)("v[%i][0] = %f,\tv[%i][1] = %f,\tv[%i][1] = %f\n", i, vertList1[i][0], i, vertList1[i][1], i, vertList1[i][2]);
[4626]667//   }
[4613]668
669  iterator = partition2.getIterator();
[5115]670  element = iterator->firstElement();
[4613]671  index = 0;
672  while( element != NULL)
673  {
674    vertList2[index][0] = element[0][0];
675    vertList2[index][1] = element[0][1];
676    vertList2[index][2] = element[0][2];
677    ++index;
678    element = iterator->nextElement();
679  }
680
[4630]681  this->tmpVert1 = vertList1;
682  this->tmpVert2 = vertList2;
683  this->tmpLen1 = partition1.getSize();
684  this->tmpLen2 = partition2.getSize();
685
[4638]686  delete iterator;
687
688//   PRINTF(0)("\npartition 2:\n");
[4626]689//   for(int i = 0; i < partition2.getSize(); ++i)
690//   {
[4638]691//     PRINTF(0)("v[%i][0] = %f,\tv[%i][1] = %f,\tv[%i][1] = %f\n", i, vertList2[i][0], i,  vertList2[i][1], i, vertList2[i][2]);
[4626]692//   }
[4557]693}
694
695
[4626]696
697
[5028]698void OBBTreeNode::collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB)
[4695]699{
[4705]700  PRINTF(3)("collideWith\n");
[4695]701  /* if the obb overlap, make subtests: check which node is realy overlaping  */
[4705]702  PRINT(3)("Checking OBB %i vs %i: ", this->getIndex(), treeNode->getIndex());
[4718]703  if( unlikely(treeNode == NULL)) return;
[5042]704
[4700]705  if( this->overlapTest(this->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB))
[4695]706  {
[5044]707    PRINTF(3)("collision @ lvl %i, object %s vs. %s, (%p, %p)\n", this->depth, nodeA->getClassName(), nodeB->getClassName(), this->nodeLeft, this->nodeRight);
[5038]708
[4695]709    /* check if left node overlaps */
[4704]710    if( likely( this->nodeLeft != NULL))
711    {
[4705]712      PRINT(3)("Checking OBB %i vs %i: ", this->nodeLeft->getIndex(), treeNode->getIndex());
[4700]713      if( this->overlapTest(this->nodeLeft->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB))
[4704]714      {
[4700]715        this->nodeLeft->collideWith(((OBBTreeNode*)treeNode)->nodeLeft, nodeA, nodeB);
[4704]716        this->nodeLeft->collideWith(((OBBTreeNode*)treeNode)->nodeRight, nodeA, nodeB);
717      }
718    }
[4695]719    /* check if right node overlaps */
[4704]720    if( likely( this->nodeRight != NULL))
721    {
[4705]722      PRINT(3)("Checking OBB %i vs %i: ", this->nodeRight->getIndex(), treeNode->getIndex());
[4700]723      if(this->overlapTest(this->nodeRight->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB))
[4704]724      {
725       this->nodeRight->collideWith(((OBBTreeNode*)treeNode)->nodeLeft, nodeA, nodeB);
726       this->nodeRight->collideWith(((OBBTreeNode*)treeNode)->nodeRight, nodeA, nodeB);
727      }
[5044]728    }
[5028]729
[5044]730    /* so there is a collision and this is the last box in the tree (i.e. leaf) */
731    if( unlikely(this->nodeRight == NULL && this->nodeLeft == NULL))
732    {
[5046]733      nodeA->collidesWith(nodeB, *((OBBTreeNode*)treeNode)->bvElement->center);
734
735      nodeB->collidesWith(nodeA, *this->bvElement->center);
[4704]736    }
[5044]737
[4695]738  }
739}
[4542]740
741
[4626]742
[5028]743bool OBBTreeNode::overlapTest(OBB* boxA, OBB* boxB, WorldEntity* nodeA, WorldEntity* nodeB)
[4695]744{
[4696]745  /* first check all axis */
[4708]746  Vector t;
[4700]747  float rA = 0.0f;
748  float rB = 0.0f;
749  Vector l;
[4708]750  Vector rotAxisA[3];
751  Vector rotAxisB[3];
[4626]752
[4708]753  rotAxisA[0] =  nodeA->getAbsDir().apply(boxA->axis[0]);
754  rotAxisA[1] =  nodeA->getAbsDir().apply(boxA->axis[1]);
755  rotAxisA[2] =  nodeA->getAbsDir().apply(boxA->axis[2]);
756
757  rotAxisB[0] =  nodeB->getAbsDir().apply(boxB->axis[0]);
758  rotAxisB[1] =  nodeB->getAbsDir().apply(boxB->axis[1]);
759  rotAxisB[2] =  nodeB->getAbsDir().apply(boxB->axis[2]);
760
761  t = nodeA->getAbsCoor() + nodeA->getAbsDir().apply(*boxA->center) - ( nodeB->getAbsCoor() + nodeB->getAbsDir().apply(*boxB->center));
762
763//   printf("\n");
764//   printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[0].x, boxA->axis[0].y, boxA->axis[0].z, rotAxisA[0].x, rotAxisA[0].y, rotAxisA[0].z);
765//   printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[1].x, boxA->axis[1].y, boxA->axis[1].z, rotAxisA[1].x, rotAxisA[1].y, rotAxisA[1].z);
766//   printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[2].x, boxA->axis[2].y, boxA->axis[2].z, rotAxisA[2].x, rotAxisA[2].y, rotAxisA[2].z);
767//
768//   printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[0].x, boxB->axis[0].y, boxB->axis[0].z, rotAxisB[0].x, rotAxisB[0].y, rotAxisB[0].z);
769//   printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[1].x, boxB->axis[1].y, boxB->axis[1].z, rotAxisB[1].x, rotAxisB[1].y, rotAxisB[1].z);
770//   printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[2].x, boxB->axis[2].y, boxB->axis[2].z, rotAxisB[2].x, rotAxisB[2].y, rotAxisB[2].z);
771
772
[4703]773  /* All 3 axis of the object A */
[4701]774  for( int j = 0; j < 3; ++j)
[4705]775  {
776    rA = 0.0f;
777    rB = 0.0f;
[4708]778    l = rotAxisA[j];
[4705]779
[4708]780    rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l));
781    rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l));
782    rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l));
[4705]783
[4708]784    rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l));
785    rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l));
786    rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l));
[4705]787
788    PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB);
789
790    if( (rA + rB) < fabs(t.dot(l)))
[4700]791    {
[4705]792      PRINT(3)("keine Kollision\n");
793      return false;
794    }
795  }
[4700]796
[4705]797  /* All 3 axis of the object B */
798  for( int j = 0; j < 3; ++j)
799  {
800    rA = 0.0f;
801    rB = 0.0f;
[4708]802    l = rotAxisB[j];
[4701]803
[4708]804    rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l));
805    rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l));
806    rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l));
[4700]807
[4708]808    rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l));
809    rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l));
810    rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l));
[4703]811
[4705]812    PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB);
813
814    if( (rA + rB) < fabs(t.dot(l)))
815    {
816      PRINT(3)("keine Kollision\n");
817      return false;
[4701]818    }
[4705]819  }
[4700]820
[4705]821
822  /* Now check for all face cross products */
823
824  for( int j = 0; j < 3; ++j)
825  {
826    for(int k = 0; k < 3; ++k )
[4701]827    {
828      rA = 0.0f;
829      rB = 0.0f;
[4708]830      l = rotAxisA[j].cross(rotAxisB[k]);
[4701]831
[4708]832      rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l));
833      rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l));
834      rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l));
[4701]835
[4708]836      rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l));
837      rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l));
838      rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l));
[4701]839
[4703]840      PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB);
841
[4701]842      if( (rA + rB) < fabs(t.dot(l)))
843      {
[4705]844        PRINT(3)("keine Kollision\n");
[4701]845        return false;
846      }
[4703]847    }
[4705]848  }
[4701]849
850
[4705]851  boxA->bCollided = true; /* use this ONLY(!!!!) for drawing operations */
852  boxB->bCollided = true;
853  PRINT(3)("Kollision!\n");
854  return true;
[4695]855}
856
857
[4696]858
[4708]859
860
[5481]861void OBBTreeNode::drawBV(int depth, int drawMode, const Vector& color,  bool top) const
[4553]862{
[4635]863
864  /* draw the model itself, there is some problem concerning this: the vertices are drawn multiple times */
865  if( drawMode & DRAW_MODEL || drawMode & DRAW_ALL)
866  {
[4638]867    if( !(drawMode & DRAW_SINGLE && depth != 0))
[4622]868    {
[4712]869      if( drawMode & DRAW_POINTS)
870        glBegin(GL_POINTS);
[4638]871      for(int i = 0; i < this->bvElement->numOfVertices; ++i)
872      {
[4712]873        if( drawMode & DRAW_POINTS)
874          glVertex3f(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]);
875        else
876        {
877          glPushMatrix();
878          glTranslatef(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]);
[5430]879          gluSphere(OBBTreeNode_sphereObj, 0.1, 10, 10);
[4712]880          glPopMatrix();
881        }
[4638]882      }
[4712]883      if( drawMode & DRAW_POINTS)
884        glEnd();
[4622]885    }
[4635]886  }
[4542]887
[5481]888  if (top)
889  {
890    glPushAttrib(GL_ENABLE_BIT);
891    glDisable(GL_LIGHTING);
892    glDisable(GL_TEXTURE_2D);
893  }
894  glColor3f(color.x, color.y, color.z);
[4542]895
[5481]896
[4589]897  /* draw world axes */
[4676]898  if( drawMode & DRAW_BV_AXIS)
899  {
900    glBegin(GL_LINES);
[5481]901    glColor3f(1.0, 0.0, 0.0);
[4676]902    glVertex3f(0.0, 0.0, 0.0);
903    glVertex3f(3.0, 0.0, 0.0);
[4589]904
[5481]905    glColor3f(0.0, 1.0, 0.0);
[4676]906    glVertex3f(0.0, 0.0, 0.0);
907    glVertex3f(0.0, 3.0, 0.0);
[4589]908
[5481]909    glColor3f(0.0, 0.0, 1.0);
[4676]910    glVertex3f(0.0, 0.0, 0.0);
911    glVertex3f(0.0, 0.0, 3.0);
912    glEnd();
913  }
[4674]914
[4688]915
[4635]916  if( drawMode & DRAW_BV_AXIS || drawMode & DRAW_ALL)
917  {
[4636]918    if( !(drawMode & DRAW_SINGLE && depth != 0))
[4635]919    {
920      /* draw the obb axes */
921      glBegin(GL_LINES);
922      glColor3f(0.0, 0.4, 0.3);
923      glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z);
[4660]924      glVertex3f(this->bvElement->center->x + this->bvElement->axis[0].x * this->bvElement->halfLength[0],
925                 this->bvElement->center->y + this->bvElement->axis[0].y * this->bvElement->halfLength[0],
926                 this->bvElement->center->z + this->bvElement->axis[0].z * this->bvElement->halfLength[0]);
[4589]927
[4635]928      glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z);
[4660]929      glVertex3f(this->bvElement->center->x + this->bvElement->axis[1].x * this->bvElement->halfLength[1],
930                 this->bvElement->center->y + this->bvElement->axis[1].y * this->bvElement->halfLength[1],
931                 this->bvElement->center->z + this->bvElement->axis[1].z * this->bvElement->halfLength[1]);
[4588]932
[4635]933      glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z);
[4660]934      glVertex3f(this->bvElement->center->x + this->bvElement->axis[2].x * this->bvElement->halfLength[2],
935                 this->bvElement->center->y + this->bvElement->axis[2].y * this->bvElement->halfLength[2],
936                 this->bvElement->center->z + this->bvElement->axis[2].z * this->bvElement->halfLength[2]);
[4635]937      glEnd();
938    }
939  }
[4581]940
[4588]941
[4674]942  /* DRAW POLYGONS */
[4673]943  if( drawMode & DRAW_BV_POLYGON || drawMode & DRAW_ALL || drawMode & DRAW_BV_BLENDED)
[4635]944  {
[5487]945    if (top)
946    {
947      glEnable(GL_BLEND);
948      glBlendFunc(GL_SRC_ALPHA, GL_ONE);
949    }
950
[4711]951    if(this->nodeLeft == NULL || this->nodeRight == NULL)
[4710]952      depth = 0;
[4636]953    if( !(drawMode & DRAW_SINGLE && depth != 0))
[4635]954    {
[4636]955    Vector cen = *this->bvElement->center;
[4660]956    Vector* axis = this->bvElement->axis;
[4636]957    float* len = this->bvElement->halfLength;
[4588]958
[4702]959    if( this->bvElement->bCollided)
[5481]960    {
[5487]961      glColor4f(1.0, 1.0, 1.0, .5); // COLLISION COLOR
[5481]962    }
[4702]963    else if( drawMode & DRAW_BV_BLENDED)
[5481]964    {
965      glColor4f(color.x, color.y, color.z, .5);
966    }
[4670]967
[4636]968    /* draw bounding box */
[4670]969    if( drawMode & DRAW_BV_BLENDED)
970      glBegin(GL_QUADS);
971    else
972      glBegin(GL_LINE_LOOP);
[4660]973    glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2],
974               cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2],
975               cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]);
976    glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2],
977               cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2],
978               cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]);
979    glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2],
980               cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2],
981               cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]);
982    glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2],
983               cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2],
984               cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]);
[4636]985    glEnd();
[4588]986
[4670]987    if( drawMode & DRAW_BV_BLENDED)
988      glBegin(GL_QUADS);
989    else
990      glBegin(GL_LINE_LOOP);
[4660]991    glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2],
992               cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2],
993               cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]);
994    glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2],
995               cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2],
996               cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]);
997    glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2],
998               cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2],
999               cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]);
1000    glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2],
1001               cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2],
1002               cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]);
[4636]1003    glEnd();
[4588]1004
[4670]1005    if( drawMode & DRAW_BV_BLENDED)
1006      glBegin(GL_QUADS);
1007    else
1008      glBegin(GL_LINE_LOOP);
[4660]1009    glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2],
1010               cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2],
1011               cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]);
1012    glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2],
1013               cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2],
1014               cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]);
1015    glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2],
1016               cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2],
1017               cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]);
1018    glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2],
1019               cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2],
1020               cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]);
[4636]1021    glEnd();
[4588]1022
[4670]1023    if( drawMode & DRAW_BV_BLENDED)
1024      glBegin(GL_QUADS);
1025    else
1026      glBegin(GL_LINE_LOOP);
[4660]1027    glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2],
1028               cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2],
1029               cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]);
1030    glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2],
1031               cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2],
1032               cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]);
1033    glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2],
1034               cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2],
1035               cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]);
1036    glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2],
1037               cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2],
1038               cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]);
[4636]1039    glEnd();
[4670]1040
[4671]1041
[4670]1042    if( drawMode & DRAW_BV_BLENDED)
[4671]1043    {
1044      glBegin(GL_QUADS);
1045      glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2],
1046                 cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2],
1047                 cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]);
1048      glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2],
1049                 cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2],
1050                 cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]);
1051      glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2],
1052                 cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2],
1053                 cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]);
1054      glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2],
1055                 cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2],
1056                 cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]);
1057      glEnd();
1058
1059      glBegin(GL_QUADS);
1060      glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2],
1061                 cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2],
1062                 cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]);
1063      glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2],
1064                 cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2],
1065                 cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]);
1066      glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2],
1067                 cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2],
1068                 cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]);
1069      glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2],
1070                 cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2],
1071                 cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]);
1072      glEnd();
1073    }
1074
1075
1076    if( drawMode & DRAW_BV_BLENDED)
[5481]1077      glColor3f(color.x, color.y, color.z);
[4635]1078    }
[4636]1079
[4635]1080  }
[4588]1081
[4674]1082  /* DRAW SEPARATING PLANE */
[4635]1083  if( drawMode & DRAW_SEPARATING_PLANE || drawMode & DRAW_ALL)
[4632]1084  {
[4636]1085    if( !(drawMode & DRAW_SINGLE && depth != 0))
[4635]1086    {
[4671]1087      if( drawMode & DRAW_BV_BLENDED)
[5481]1088        glColor4f(color.x, color.y, color.z, .6);
[4671]1089
[4636]1090    /* now draw the separation plane */
[4660]1091    Vector a1 = this->bvElement->axis[(this->longestAxisIndex + 1)%3];
1092    Vector a2 = this->bvElement->axis[(this->longestAxisIndex + 2)%3];
[4636]1093    Vector c = *this->bvElement->center;
1094    float l1 = this->bvElement->halfLength[(this->longestAxisIndex + 1)%3];
1095    float l2 = this->bvElement->halfLength[(this->longestAxisIndex + 2)%3];
1096    glBegin(GL_QUADS);
1097    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);
1098    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);
1099    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);
1100    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);
1101    glEnd();
[4671]1102
1103    if( drawMode & DRAW_BV_BLENDED)
[5481]1104      glColor4f(color.x, color.y, color.z, 1.0);
[4671]1105
[4635]1106    }
[4632]1107  }
[4588]1108
[4702]1109
1110
[5481]1111  if (depth > 0)
1112  {
1113    if( this->nodeLeft != NULL)
[5494]1114      this->nodeLeft->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(15.0,0.0,0.0)), false);
[5481]1115    if( this->nodeRight != NULL)
[5494]1116      this->nodeRight->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(30.0,0.0,0.0)), false);
[5481]1117  }
1118  this->bvElement->bCollided = false;
[4588]1119
[5481]1120  if (top)
1121    glPopAttrib();
[4557]1122}
[4542]1123
1124
[4568]1125
[4746]1126void OBBTreeNode::debug() const
[4568]1127{
1128
1129  /*
1130  for(int i = 0; i < length; i++)
[4617]1131  {
[4638]1132  PRINTF(3)("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]);
[4617]1133}
[4568]1134  */
1135}
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