| 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 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION |
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| 17 | |
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| 18 | #include "obb_tree_node.h" |
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| 19 | #include "list.h" |
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| 20 | #include "obb.h" |
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| 21 | #include "obb_tree.h" |
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| 22 | #include "matrix.h" |
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| 23 | #include "model.h" |
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| 24 | #include "world_entity.h" |
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| 25 | #include "plane.h" |
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| 26 | |
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| 27 | #include "color.h" |
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| 28 | |
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| 29 | #include "debug.h" |
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| 30 | #include "glincl.h" |
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| 31 | |
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| 32 | |
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| 33 | |
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| 34 | using namespace std; |
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| 35 | |
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| 36 | OBBTree* OBBTreeNode::obbTree = NULL; |
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| 37 | |
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| 38 | float** OBBTreeNode::coMat = NULL; |
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| 39 | float** OBBTreeNode::eigvMat = NULL; |
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| 40 | float* OBBTreeNode::eigvlMat = NULL; |
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| 41 | int* OBBTreeNode::rotCount = NULL; |
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| 42 | GLUquadricObj* OBBTreeNode_sphereObj = NULL; |
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| 43 | |
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| 44 | /** |
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| 45 | * standard constructor |
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| 46 | */ |
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| 47 | OBBTreeNode::OBBTreeNode () |
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| 48 | { |
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| 49 | this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode"); |
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| 50 | this->nodeLeft = NULL; |
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| 51 | this->nodeRight = NULL; |
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| 52 | this->bvElement = NULL; |
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| 53 | |
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| 54 | if( OBBTreeNode::coMat == NULL) |
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| 55 | { |
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| 56 | OBBTreeNode::coMat = new float*[4]; |
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| 57 | for(int i = 0; i < 4; i++) |
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| 58 | OBBTreeNode::coMat[i] = new float[4]; |
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| 59 | } |
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| 60 | if( OBBTreeNode::eigvMat == NULL) |
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| 61 | { |
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| 62 | OBBTreeNode::eigvMat = new float*[4]; |
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| 63 | for( int i = 0; i < 4; i++) |
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| 64 | OBBTreeNode::eigvMat[i] = new float[4]; |
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| 65 | } |
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| 66 | if( OBBTreeNode::eigvlMat == NULL) |
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| 67 | { |
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| 68 | OBBTreeNode::eigvlMat = new float[4]; |
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| 69 | } |
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| 70 | if( OBBTreeNode::rotCount == NULL) |
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| 71 | OBBTreeNode::rotCount = new int; |
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| 72 | |
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| 73 | if( OBBTreeNode_sphereObj == NULL) |
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| 74 | OBBTreeNode_sphereObj = gluNewQuadric(); |
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| 75 | } |
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| 76 | |
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| 77 | |
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| 78 | /** |
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| 79 | * standard deconstructor |
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| 80 | */ |
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| 81 | OBBTreeNode::~OBBTreeNode () |
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| 82 | { |
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| 83 | if( this->nodeLeft) |
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| 84 | { |
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| 85 | delete this->nodeLeft; |
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| 86 | this->nodeLeft = NULL; |
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| 87 | } |
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| 88 | if( this->nodeRight) |
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| 89 | { |
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| 90 | delete this->nodeRight; |
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| 91 | this->nodeRight = NULL; |
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| 92 | } |
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| 93 | if( this->bvElement) |
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| 94 | delete this->bvElement; |
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| 95 | this->bvElement = NULL; |
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| 96 | } |
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| 97 | |
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| 98 | |
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| 99 | /** |
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| 100 | * creates a new BVTree or BVTree partition |
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| 101 | * @param depth: how much more depth-steps to go: if == 1 don't go any deeper! |
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| 102 | * @param modInfo: model informations from the abstrac model |
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| 103 | * |
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| 104 | * this function creates the Bounding Volume tree from a modelInfo struct and bases its calculations |
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| 105 | * on the triangle informations (triangle soup not polygon soup) |
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| 106 | */ |
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| 107 | void OBBTreeNode::spawnBVTree(const int depth, const modelInfo& modInfo) |
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| 108 | { |
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| 109 | int length = 0; |
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| 110 | sVec3D* verticesList; |
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| 111 | |
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| 112 | PRINT(3)("\n"); |
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| 113 | this->treeIndex = this->obbTree->getID(); |
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| 114 | PRINTF(3)("OBB Depth: %i, tree index: %i, numVertices: %i\n", depth, treeIndex, length); |
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| 115 | this->depth = depth; |
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| 116 | |
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| 117 | |
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| 118 | this->bvElement = new OBB(); |
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| 119 | this->bvElement->vertices = verticesList; |
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| 120 | this->bvElement->numOfVertices = length; |
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| 121 | PRINTF(3)("Created OBBox\n"); |
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| 122 | this->calculateBoxCovariance(this->bvElement, modInfo); |
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| 123 | PRINTF(3)("Calculated attributes1\n"); |
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| 124 | this->calculateBoxEigenvectors(this->bvElement, modInfo); |
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| 125 | PRINTF(3)("Calculated attributes2\n"); |
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| 126 | this->calculateBoxAxis(this->bvElement,modInfo); |
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| 127 | PRINTF(3)("Calculated attributes3\n"); |
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| 128 | |
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| 129 | /* if this is the first node, the vertices data are the original ones of the model itself, so dont delete them in cleanup */ |
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| 130 | if( this->treeIndex == 1) |
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| 131 | this->bvElement->bOrigVertices = true; |
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| 132 | |
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| 133 | if( likely( this->depth > 0)) |
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| 134 | { |
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| 135 | this->forkBox(this->bvElement); |
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| 136 | |
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| 137 | |
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| 138 | // if(this->tmpLen1 > 2) |
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| 139 | // { |
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| 140 | // OBBTreeNode* node1 = new OBBTreeNode(); |
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| 141 | // this->nodeLeft = node1; |
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| 142 | // this->nodeLeft->spawnBVTree(depth - 1, this->tmpVert1, this->tmpLen1); |
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| 143 | // } |
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| 144 | // else |
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| 145 | // { |
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| 146 | // PRINTF(3)("Aboarding tree walk: less than 3 vertices left\n"); |
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| 147 | // } |
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| 148 | // |
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| 149 | // if( this->tmpLen2 > 2) |
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| 150 | // { |
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| 151 | // OBBTreeNode* node2 = new OBBTreeNode(); |
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| 152 | // this->nodeRight = node2; |
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| 153 | // this->nodeRight->spawnBVTree(depth - 1, this->tmpVert2, this->tmpLen2); |
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| 154 | // } |
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| 155 | // else |
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| 156 | // { |
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| 157 | // PRINTF(3)("Abording tree walk: less than 3 vertices left\n"); |
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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 | /** |
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| 165 | * creates a new BVTree or BVTree partition |
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| 166 | * @param depth: how much more depth-steps to go: if == 1 don't go any deeper! |
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| 167 | * @param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle |
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| 168 | * |
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| 169 | * this function creates an Bounding Volume tree from a vertices soup (no triangle data) |
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| 170 | */ |
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| 171 | void OBBTreeNode::spawnBVTree(const int depth, const sVec3D *verticesList, unsigned int length) |
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| 172 | { |
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| 173 | PRINT(3)("\n"); |
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| 174 | this->treeIndex = this->obbTree->getID(); |
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| 175 | PRINTF(3)("OBB Depth: %i, tree index: %i, numVertices: %i\n", depth, treeIndex, length); |
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| 176 | this->depth = depth; |
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| 177 | |
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| 178 | |
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| 179 | this->bvElement = new OBB(); |
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| 180 | this->bvElement->vertices = verticesList; |
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| 181 | this->bvElement->numOfVertices = length; |
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| 182 | PRINTF(3)("Created OBBox\n"); |
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| 183 | this->calculateBoxCovariance(this->bvElement, verticesList, length); |
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| 184 | PRINTF(3)("Calculated attributes1\n"); |
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| 185 | this->calculateBoxEigenvectors(this->bvElement, verticesList, length); |
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| 186 | PRINTF(3)("Calculated attributes2\n"); |
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| 187 | this->calculateBoxAxis(this->bvElement, verticesList, length); |
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| 188 | PRINTF(3)("Calculated attributes3\n"); |
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| 189 | |
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| 190 | /* if this is the first node, the vertices data are the original ones of the model itself, so dont delete them in cleanup */ |
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| 191 | if( this->treeIndex == 1) |
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| 192 | this->bvElement->bOrigVertices = true; |
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| 193 | |
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| 194 | if( likely( this->depth > 0)) |
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| 195 | { |
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| 196 | this->forkBox(this->bvElement); |
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| 197 | |
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| 198 | |
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| 199 | if(this->tmpLen1 > 2) |
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| 200 | { |
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| 201 | OBBTreeNode* node1 = new OBBTreeNode(); |
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| 202 | this->nodeLeft = node1; |
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| 203 | this->nodeLeft->spawnBVTree(depth - 1, this->tmpVert1, this->tmpLen1); |
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| 204 | } |
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| 205 | else |
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| 206 | { |
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| 207 | PRINTF(3)("Aboarding tree walk: less than 3 vertices left\n"); |
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| 208 | } |
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| 209 | |
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| 210 | if( this->tmpLen2 > 2) |
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| 211 | { |
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| 212 | OBBTreeNode* node2 = new OBBTreeNode(); |
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| 213 | this->nodeRight = node2; |
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| 214 | this->nodeRight->spawnBVTree(depth - 1, this->tmpVert2, this->tmpLen2); |
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| 215 | } |
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| 216 | else |
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| 217 | { |
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| 218 | PRINTF(3)("Abording tree walk: less than 3 vertices left\n"); |
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| 219 | } |
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| 220 | } |
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| 221 | } |
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| 222 | |
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| 223 | |
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| 224 | void OBBTreeNode::calculateBoxCovariance(OBB* box, const modelInfo& modInfo) |
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| 225 | {} |
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| 226 | |
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| 227 | |
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| 228 | void OBBTreeNode::calculateBoxCovariance(OBB* box, const sVec3D* verticesList, unsigned int length) |
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| 229 | { |
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| 230 | float facelet[length]; //!< surface area of the i'th triangle of the convex hull |
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| 231 | float face = 0.0f; //!< surface area of the entire convex hull |
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| 232 | Vector centroid[length]; //!< centroid of the i'th convex hull |
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| 233 | Vector center; //!< the center of the entire hull |
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| 234 | Vector p, q, r; //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d |
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| 235 | Vector t1, t2; //!< temporary values |
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| 236 | float covariance[3][3] = {0,0,0, 0,0,0, 0,0,0};//!< the covariance matrix |
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| 237 | int mode = 0; //!< mode = 0: vertex soup, no connections, mode = 1: 3 following verteces build a triangle |
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| 238 | |
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| 239 | this->numOfVertices = length; |
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| 240 | this->vertices = verticesList; |
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| 241 | |
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| 242 | |
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| 243 | if( likely(mode == 0)) |
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| 244 | { |
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| 245 | /* fist compute all the convex hull face/facelets and centroids */ |
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| 246 | for( int i = 0; i+3 < length ; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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| 247 | { |
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| 248 | p = verticesList[i]; |
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| 249 | q = verticesList[i + 1]; |
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| 250 | r = verticesList[i + 2]; |
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| 251 | |
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| 252 | t1 = p - q; t2 = p - r; |
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| 253 | |
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| 254 | /* finding the facelet surface via cross-product */ |
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| 255 | facelet[i] = 0.5f * fabs( t1.cross(t2).len() ); |
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| 256 | /* update the entire convex hull surface */ |
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| 257 | face += facelet[i]; |
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| 258 | |
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| 259 | /* calculate the cetroid of the hull triangles */ |
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| 260 | centroid[i] = (p + q + r) * 1/3; |
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| 261 | /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ |
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| 262 | center += centroid[i] * facelet[i]; |
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| 263 | } |
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| 264 | /* take the average of the centroid sum */ |
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| 265 | center /= face; |
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| 266 | PRINTF(3)("-- Calculated Center\n"); |
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| 267 | |
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| 268 | |
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| 269 | /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */ |
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| 270 | for( int j = 0; j < 3; ++j) |
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| 271 | { |
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| 272 | for( int k = 0; k < 3; ++k) |
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| 273 | { |
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| 274 | for( int i = 0; i + 3 < length; i+=3) |
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| 275 | { |
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| 276 | p = verticesList[i]; |
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| 277 | q = verticesList[i + 1]; |
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| 278 | r = verticesList[i + 2]; |
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| 279 | |
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| 280 | covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j] * p[k] + |
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| 281 | q[j] * q[k] + r[j] * r[k]) - center[j] * center[k]; |
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| 282 | } |
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| 283 | } |
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| 284 | } |
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| 285 | PRINTF(3)("-- Calculated Covariance\n"); |
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| 286 | } |
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| 287 | else if( mode == 1) |
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| 288 | { |
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| 289 | for( int i = 0; i + 3 < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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| 290 | { |
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| 291 | p = verticesList[i]; |
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| 292 | q = verticesList[i + 1]; |
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| 293 | r = verticesList[i + 2]; |
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| 294 | |
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| 295 | centroid[i] = (p + q + r) / 3.0f; |
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| 296 | center += centroid[i]; |
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| 297 | } |
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| 298 | center /= length; |
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| 299 | |
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| 300 | for( int j = 0; j < 3; ++j) |
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| 301 | { |
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| 302 | for( int k = 0; k < 3; ++k) |
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| 303 | { |
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| 304 | for( int i = 0; i + 3 < length; i+=3) |
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| 305 | { |
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| 306 | p = verticesList[i]; |
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| 307 | q = verticesList[i +1]; |
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| 308 | r = verticesList[i + 2]; |
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| 309 | |
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| 310 | covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; |
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| 311 | } |
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| 312 | covariance[j][k] /= (3.0f * length); |
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| 313 | } |
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| 314 | } |
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| 315 | PRINTF(3)("-- Calculated Covariance\n"); |
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| 316 | } |
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| 317 | else if( mode == 2) |
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| 318 | { |
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| 319 | /* fist compute all the convex hull face/facelets and centroids */ |
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| 320 | for(int i = 0; i + 3 < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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| 321 | { |
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| 322 | p = verticesList[i]; |
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| 323 | q = verticesList[i + 1]; |
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| 324 | r = verticesList[i + 2]; |
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| 325 | |
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| 326 | t1 = p - q; t2 = p - r; |
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| 327 | |
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| 328 | /* finding the facelet surface via cross-product */ |
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| 329 | facelet[i] = 0.5f * fabs( t1.cross(t2).len() ); |
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| 330 | /* update the entire convex hull surface */ |
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| 331 | face += facelet[i]; |
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| 332 | |
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| 333 | /* calculate the cetroid of the hull triangles */ |
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| 334 | centroid[i] = (p + q + r) * 1/3; |
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| 335 | /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ |
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| 336 | center += centroid[i] * facelet[i]; |
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| 337 | } |
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| 338 | /* take the average of the centroid sum */ |
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| 339 | center /= face; |
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| 340 | PRINTF(3)("-- Calculated Center\n"); |
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| 341 | |
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| 342 | for( int j = 0; j < 3; ++j) |
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| 343 | { |
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| 344 | for( int k = 0; k < 3; ++k) |
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| 345 | { |
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| 346 | for( int i = 0; i + 3 < length; i+=3) |
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| 347 | { |
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| 348 | p = verticesList[i]; |
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| 349 | q = verticesList[i +1]; |
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| 350 | r = verticesList[i + 2]; |
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| 351 | |
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| 352 | covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; |
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| 353 | } |
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| 354 | covariance[j][k] /= (3.0f * length); |
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| 355 | } |
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| 356 | } |
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| 357 | PRINTF(3)("-- Calculated Covariance\n"); |
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| 358 | } |
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| 359 | else |
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| 360 | { |
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| 361 | for( int i = 0; i < length; ++i) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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| 362 | { |
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| 363 | center += verticesList[i]; |
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| 364 | } |
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| 365 | center /= length; |
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| 366 | |
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| 367 | for( int j = 0; j < 3; ++j) |
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| 368 | { |
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| 369 | for( int k = 0; k < 3; ++k) |
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| 370 | { |
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| 371 | for( int i = 0; i + 3 < length; i+=3) |
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| 372 | { |
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| 373 | p = verticesList[i]; |
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| 374 | q = verticesList[i +1]; |
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| 375 | r = verticesList[i + 2]; |
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| 376 | |
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| 377 | covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; |
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| 378 | } |
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| 379 | covariance[j][k] /= (3.0f * length); |
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| 380 | } |
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| 381 | } |
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| 382 | PRINTF(3)("-- Calculated Covariance\n"); |
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| 383 | } |
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| 384 | |
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| 385 | PRINTF(3)("\nVertex Data:\n"); |
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| 386 | for(int i = 0; i < length; i++) |
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| 387 | { |
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| 388 | PRINTF(3)("vertex %i: %f, %f, %f\n", i, box->vertices[i][0], box->vertices[i][1], box->vertices[i][2]); |
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| 389 | } |
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| 390 | |
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| 391 | |
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| 392 | PRINTF(3)("\nCovariance Matrix:\n"); |
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| 393 | for(int j = 0; j < 3; ++j) |
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| 394 | { |
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| 395 | PRINT(3)(" |"); |
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| 396 | for(int k = 0; k < 3; ++k) |
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| 397 | { |
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| 398 | PRINT(3)(" \b%f ", covariance[j][k]); |
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| 399 | } |
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| 400 | PRINT(3)(" |\n"); |
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| 401 | } |
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| 402 | |
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| 403 | PRINTF(3)("center: %f, %f, %f\n", center.x, center.y, center.z); |
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| 404 | |
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| 405 | |
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| 406 | for(int i = 0; i < 3; ++i) |
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| 407 | { |
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| 408 | box->covarianceMatrix[i][0] = covariance[i][0]; |
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| 409 | box->covarianceMatrix[i][1] = covariance[i][1]; |
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| 410 | box->covarianceMatrix[i][2] = covariance[i][2]; |
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| 411 | } |
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| 412 | *box->center = center; |
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| 413 | PRINTF(3)("-- Written Result to obb\n"); |
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| 414 | } |
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| 415 | |
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| 416 | |
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| 417 | void OBBTreeNode::calculateBoxEigenvectors(OBB* box, const modelInfo& modInfo) |
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| 418 | {} |
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| 419 | |
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| 420 | void OBBTreeNode::calculateBoxEigenvectors(OBB* box, const sVec3D* verticesList, unsigned int length) |
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| 421 | { |
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| 422 | |
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| 423 | /* now getting spanning vectors of the sub-space: |
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| 424 | the eigenvectors of a symmertric matrix, such as the |
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| 425 | covarience matrix are mutually orthogonal. |
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| 426 | after normalizing them, they can be used as a the basis |
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| 427 | vectors |
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| 428 | */ |
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| 429 | Vector* axis = new Vector[3]; //!< the references to the obb axis |
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| 430 | |
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| 431 | Matrix covMat( box->covarianceMatrix ); |
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| 432 | covMat.getEigenVectors(axis[0], axis[1], axis[2] ); |
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| 433 | |
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| 434 | |
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| 435 | /* new jacobi tests */ |
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| 436 | // JacobI(OBBTreeNode::coMat, OBBTreeNode::eigvlMat, OBBTreeNode::eigvMat, OBBTreeNode::rotCount); |
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| 437 | // PRINTF(3)("-- Done Jacobi Decomposition\n"); |
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| 438 | |
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| 439 | |
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| 440 | // PRINTF(0)("Jacobi\n"); |
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| 441 | // for(int j = 0; j < 3; ++j) |
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| 442 | // { |
|---|
| 443 | // printf(" |"); |
|---|
| 444 | // for(int k = 0; k < 3; ++k) |
|---|
| 445 | // { |
|---|
| 446 | // printf(" \t%f ", OBBTreeNode::OBBTreeNode::eigvMat[j][k]); |
|---|
| 447 | // } |
|---|
| 448 | // printf(" |\n"); |
|---|
| 449 | // } |
|---|
| 450 | |
|---|
| 451 | /* axis[0].x = OBBTreeNode::eigvMat[0][0]; axis[0].y = OBBTreeNode::eigvMat[1][0]; axis[0].z = OBBTreeNode::eigvMat[2][0]; |
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| 452 | axis[1].x = OBBTreeNode::eigvMat[0][1]; axis[1].y = OBBTreeNode::eigvMat[1][1]; axis[1].z = OBBTreeNode::eigvMat[2][1]; |
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| 453 | axis[2].x = OBBTreeNode::eigvMat[0][2]; axis[2].y = OBBTreeNode::eigvMat[1][2]; axis[2].z = OBBTreeNode::eigvMat[2][2]; |
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| 454 | axis[0].normalize(); |
|---|
| 455 | axis[1].normalize(); |
|---|
| 456 | axis[2].normalize();*/ |
|---|
| 457 | box->axis = axis; |
|---|
| 458 | |
|---|
| 459 | // PRINTF(0)("-- Got Axis\n"); |
|---|
| 460 | // |
|---|
| 461 | // PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[0].x, box->axis[0].y, box->axis[0].z); |
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| 462 | // PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[1].x, box->axis[1].y, box->axis[1].z); |
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| 463 | // PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[2].x, box->axis[2].y, box->axis[2].z); |
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| 464 | } |
|---|
| 465 | |
|---|
| 466 | |
|---|
| 467 | void OBBTreeNode::calculateBoxAxis(OBB* box, const modelInfo& modInfo) |
|---|
| 468 | { |
|---|
| 469 | this->calculateBoxAxis(box, (const sVec3D*)modInfo.pVertices, modInfo.numVertices); |
|---|
| 470 | } |
|---|
| 471 | |
|---|
| 472 | |
|---|
| 473 | |
|---|
| 474 | void OBBTreeNode::calculateBoxAxis(OBB* box, const sVec3D* verticesList, unsigned int length) |
|---|
| 475 | { |
|---|
| 476 | |
|---|
| 477 | /* now get the axis length */ |
|---|
| 478 | Line ax[3]; //!< the axis |
|---|
| 479 | float* halfLength = new float[3]; //!< half length of the axis |
|---|
| 480 | float tmpLength; //!< tmp save point for the length |
|---|
| 481 | Plane p0(box->axis[0], *box->center); //!< the axis planes |
|---|
| 482 | Plane p1(box->axis[1], *box->center); |
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| 483 | Plane p2(box->axis[2], *box->center); |
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| 484 | float maxLength[3]; |
|---|
| 485 | float minLength[3]; |
|---|
| 486 | |
|---|
| 487 | |
|---|
| 488 | /* get a bad bounding box */ |
|---|
| 489 | halfLength[0] = -1.0f; |
|---|
| 490 | for(int j = 0; j < length; ++j) |
|---|
| 491 | { |
|---|
| 492 | tmpLength = fabs(p0.distancePoint(vertices[j])); |
|---|
| 493 | if( tmpLength > halfLength[0]) |
|---|
| 494 | halfLength[0] = tmpLength; |
|---|
| 495 | } |
|---|
| 496 | |
|---|
| 497 | halfLength[1] = -1.0f; |
|---|
| 498 | for(int j = 0; j < length; ++j) |
|---|
| 499 | { |
|---|
| 500 | tmpLength = fabs(p1.distancePoint(vertices[j])); |
|---|
| 501 | if( tmpLength > halfLength[1]) |
|---|
| 502 | halfLength[1] = tmpLength; |
|---|
| 503 | } |
|---|
| 504 | |
|---|
| 505 | halfLength[2] = -1.0f; |
|---|
| 506 | for(int j = 0; j < length; ++j) |
|---|
| 507 | { |
|---|
| 508 | tmpLength = fabs(p2.distancePoint(vertices[j])); |
|---|
| 509 | if( tmpLength > halfLength[2]) |
|---|
| 510 | halfLength[2] = tmpLength; |
|---|
| 511 | } |
|---|
| 512 | |
|---|
| 513 | |
|---|
| 514 | |
|---|
| 515 | /* get the maximal dimensions of the body in all directions */ |
|---|
| 516 | maxLength[0] = p0.distancePoint(vertices[0]); |
|---|
| 517 | minLength[0] = p0.distancePoint(vertices[0]); |
|---|
| 518 | for(int j = 0; j < length; ++j) |
|---|
| 519 | { |
|---|
| 520 | tmpLength = p0.distancePoint(vertices[j]); |
|---|
| 521 | if( tmpLength > maxLength[0]) |
|---|
| 522 | maxLength[0] = tmpLength; |
|---|
| 523 | else if( tmpLength < minLength[0]) |
|---|
| 524 | minLength[0] = tmpLength; |
|---|
| 525 | } |
|---|
| 526 | |
|---|
| 527 | maxLength[1] = p1.distancePoint(vertices[0]); |
|---|
| 528 | minLength[1] = p1.distancePoint(vertices[0]); |
|---|
| 529 | for(int j = 0; j < length; ++j) |
|---|
| 530 | { |
|---|
| 531 | tmpLength = p1.distancePoint(vertices[j]); |
|---|
| 532 | if( tmpLength > maxLength[1]) |
|---|
| 533 | maxLength[1] = tmpLength; |
|---|
| 534 | else if( tmpLength < minLength[1]) |
|---|
| 535 | minLength[1] = tmpLength; |
|---|
| 536 | } |
|---|
| 537 | |
|---|
| 538 | maxLength[2] = p2.distancePoint(vertices[0]); |
|---|
| 539 | minLength[2] = p2.distancePoint(vertices[0]); |
|---|
| 540 | for(int j = 0; j < length; ++j) |
|---|
| 541 | { |
|---|
| 542 | tmpLength = p2.distancePoint(vertices[j]); |
|---|
| 543 | if( tmpLength > maxLength[2]) |
|---|
| 544 | maxLength[2] = tmpLength; |
|---|
| 545 | else if( tmpLength < minLength[2]) |
|---|
| 546 | minLength[2] = tmpLength; |
|---|
| 547 | } |
|---|
| 548 | |
|---|
| 549 | |
|---|
| 550 | /* calculate the real centre of the body by using the axis length */ |
|---|
| 551 | float centerOffset[3]; |
|---|
| 552 | float newHalfLength[3]; |
|---|
| 553 | for(int i = 0; i < 3; ++i) |
|---|
| 554 | { |
|---|
| 555 | PRINTF(3)("max: %f, min: %f \n", maxLength[i], minLength[i]); |
|---|
| 556 | centerOffset[i] = (maxLength[i] + minLength[i]) / 2.0f; // min length is negatie |
|---|
| 557 | newHalfLength[i] = (maxLength[i] - minLength[i]) / 2.0f; // min length is negative |
|---|
| 558 | *box->center += (box->axis[i] * centerOffset[i]); // update the new center vector |
|---|
| 559 | halfLength[i] = newHalfLength[i]; |
|---|
| 560 | } |
|---|
| 561 | |
|---|
| 562 | |
|---|
| 563 | |
|---|
| 564 | box->halfLength = halfLength; |
|---|
| 565 | PRINTF(3)("-- Written Axis to obb\n"); |
|---|
| 566 | PRINTF(3)("-- Finished Calculating Attributes\n"); |
|---|
| 567 | } |
|---|
| 568 | |
|---|
| 569 | |
|---|
| 570 | |
|---|
| 571 | /** |
|---|
| 572 | \brief this separates an ob-box in the middle |
|---|
| 573 | * @param box: the box to separate |
|---|
| 574 | |
|---|
| 575 | this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis |
|---|
| 576 | */ |
|---|
| 577 | void OBBTreeNode::forkBox(OBB* box) |
|---|
| 578 | { |
|---|
| 579 | /* get the longest axis of the box */ |
|---|
| 580 | float aLength = -1.0f; //!< the length of the longest axis |
|---|
| 581 | int axisIndex = 0; //!< this is the nr of the longest axis |
|---|
| 582 | |
|---|
| 583 | for(int i = 0; i < 3; ++i) |
|---|
| 584 | { |
|---|
| 585 | if( aLength < box->halfLength[i]) |
|---|
| 586 | { |
|---|
| 587 | aLength = box->halfLength[i]; |
|---|
| 588 | axisIndex = i; |
|---|
| 589 | } |
|---|
| 590 | } |
|---|
| 591 | |
|---|
| 592 | PRINTF(3)("longest axis is: nr %i with a half-length of: %f\n", axisIndex, aLength); |
|---|
| 593 | |
|---|
| 594 | |
|---|
| 595 | /* get the closest vertex near the center */ |
|---|
| 596 | float dist = 999999.0f; //!< the smallest distance to each vertex |
|---|
| 597 | float tmpDist; //!< temporary distance |
|---|
| 598 | int vertexIndex; |
|---|
| 599 | Plane middlePlane(box->axis[axisIndex], *box->center); //!< the middle plane |
|---|
| 600 | |
|---|
| 601 | vertexIndex = 0; |
|---|
| 602 | for(int i = 0; i < box->numOfVertices; ++i) |
|---|
| 603 | { |
|---|
| 604 | tmpDist = fabs(middlePlane.distancePoint(box->vertices[i])); |
|---|
| 605 | if( tmpDist < dist) |
|---|
| 606 | { |
|---|
| 607 | dist = tmpDist; |
|---|
| 608 | vertexIndex = i; |
|---|
| 609 | } |
|---|
| 610 | } |
|---|
| 611 | |
|---|
| 612 | PRINTF(3)("\nthe clostest vertex is nr: %i, with a dist of: %f\n", vertexIndex ,dist); |
|---|
| 613 | |
|---|
| 614 | |
|---|
| 615 | /* now definin the separation plane through this specified nearest point and partition |
|---|
| 616 | the points depending on which side they are located |
|---|
| 617 | */ |
|---|
| 618 | tList<const sVec3D> partition1; //!< the vertex partition 1 |
|---|
| 619 | tList<const sVec3D> partition2; //!< the vertex partition 2 |
|---|
| 620 | |
|---|
| 621 | |
|---|
| 622 | PRINTF(3)("vertex index: %i, of %i\n", vertexIndex, box->numOfVertices); |
|---|
| 623 | this->separationPlane = new Plane(box->axis[axisIndex], box->vertices[vertexIndex]); //!< separation plane |
|---|
| 624 | this->sepPlaneCenter = &box->vertices[vertexIndex]; |
|---|
| 625 | this->longestAxisIndex = axisIndex; |
|---|
| 626 | |
|---|
| 627 | for(int i = 0; i < box->numOfVertices; ++i) |
|---|
| 628 | { |
|---|
| 629 | if( i == vertexIndex) continue; |
|---|
| 630 | tmpDist = this->separationPlane->distancePoint(box->vertices[i]); |
|---|
| 631 | if( tmpDist > 0.0) |
|---|
| 632 | partition1.add(&box->vertices[i]); /* positive numbers plus zero */ |
|---|
| 633 | else |
|---|
| 634 | partition2.add(&box->vertices[i]); /* negatice numbers */ |
|---|
| 635 | } |
|---|
| 636 | partition1.add(&box->vertices[vertexIndex]); |
|---|
| 637 | partition2.add(&box->vertices[vertexIndex]); |
|---|
| 638 | |
|---|
| 639 | PRINTF(3)("\npartition1: got %i vertices/ partition 2: got %i vertices\n", partition1.getSize(), partition2.getSize()); |
|---|
| 640 | |
|---|
| 641 | |
|---|
| 642 | /* now comes the separation into two different sVec3D arrays */ |
|---|
| 643 | tIterator<const sVec3D>* iterator; //!< the iterator to go through the lists |
|---|
| 644 | const sVec3D* element; //!< the elements |
|---|
| 645 | int index; //!< index storage place |
|---|
| 646 | sVec3D* vertList1; //!< the vertex list 1 |
|---|
| 647 | sVec3D* vertList2; //!< the vertex list 2 |
|---|
| 648 | |
|---|
| 649 | vertList1 = new sVec3D[partition1.getSize()]; |
|---|
| 650 | vertList2 = new sVec3D[partition2.getSize()]; |
|---|
| 651 | |
|---|
| 652 | iterator = partition1.getIterator(); |
|---|
| 653 | element = iterator->firstElement(); |
|---|
| 654 | index = 0; |
|---|
| 655 | while( element != NULL) |
|---|
| 656 | { |
|---|
| 657 | vertList1[index][0] = element[0][0]; |
|---|
| 658 | vertList1[index][1] = element[0][1]; |
|---|
| 659 | vertList1[index][2] = element[0][2]; |
|---|
| 660 | ++index; |
|---|
| 661 | element = iterator->nextElement(); |
|---|
| 662 | } |
|---|
| 663 | |
|---|
| 664 | // PRINTF(0)("\npartition 1:\n"); |
|---|
| 665 | // for(int i = 0; i < partition1.getSize(); ++i) |
|---|
| 666 | // { |
|---|
| 667 | // 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]); |
|---|
| 668 | // } |
|---|
| 669 | |
|---|
| 670 | iterator = partition2.getIterator(); |
|---|
| 671 | element = iterator->firstElement(); |
|---|
| 672 | index = 0; |
|---|
| 673 | while( element != NULL) |
|---|
| 674 | { |
|---|
| 675 | vertList2[index][0] = element[0][0]; |
|---|
| 676 | vertList2[index][1] = element[0][1]; |
|---|
| 677 | vertList2[index][2] = element[0][2]; |
|---|
| 678 | ++index; |
|---|
| 679 | element = iterator->nextElement(); |
|---|
| 680 | } |
|---|
| 681 | |
|---|
| 682 | this->tmpVert1 = vertList1; |
|---|
| 683 | this->tmpVert2 = vertList2; |
|---|
| 684 | this->tmpLen1 = partition1.getSize(); |
|---|
| 685 | this->tmpLen2 = partition2.getSize(); |
|---|
| 686 | |
|---|
| 687 | delete iterator; |
|---|
| 688 | |
|---|
| 689 | // PRINTF(0)("\npartition 2:\n"); |
|---|
| 690 | // for(int i = 0; i < partition2.getSize(); ++i) |
|---|
| 691 | // { |
|---|
| 692 | // 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]); |
|---|
| 693 | // } |
|---|
| 694 | } |
|---|
| 695 | |
|---|
| 696 | |
|---|
| 697 | |
|---|
| 698 | |
|---|
| 699 | void OBBTreeNode::collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) |
|---|
| 700 | { |
|---|
| 701 | PRINTF(3)("collideWith\n"); |
|---|
| 702 | /* if the obb overlap, make subtests: check which node is realy overlaping */ |
|---|
| 703 | PRINT(3)("Checking OBB %i vs %i: ", this->getIndex(), treeNode->getIndex()); |
|---|
| 704 | if( unlikely(treeNode == NULL)) return; |
|---|
| 705 | |
|---|
| 706 | if( this->overlapTest(this->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB)) |
|---|
| 707 | { |
|---|
| 708 | PRINTF(3)("collision @ lvl %i, object %s vs. %s, (%p, %p)\n", this->depth, nodeA->getClassName(), nodeB->getClassName(), this->nodeLeft, this->nodeRight); |
|---|
| 709 | |
|---|
| 710 | /* check if left node overlaps */ |
|---|
| 711 | if( likely( this->nodeLeft != NULL)) |
|---|
| 712 | { |
|---|
| 713 | PRINT(3)("Checking OBB %i vs %i: ", this->nodeLeft->getIndex(), treeNode->getIndex()); |
|---|
| 714 | if( this->overlapTest(this->nodeLeft->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB)) |
|---|
| 715 | { |
|---|
| 716 | this->nodeLeft->collideWith(((OBBTreeNode*)treeNode)->nodeLeft, nodeA, nodeB); |
|---|
| 717 | this->nodeLeft->collideWith(((OBBTreeNode*)treeNode)->nodeRight, nodeA, nodeB); |
|---|
| 718 | } |
|---|
| 719 | } |
|---|
| 720 | /* check if right node overlaps */ |
|---|
| 721 | if( likely( this->nodeRight != NULL)) |
|---|
| 722 | { |
|---|
| 723 | PRINT(3)("Checking OBB %i vs %i: ", this->nodeRight->getIndex(), treeNode->getIndex()); |
|---|
| 724 | if(this->overlapTest(this->nodeRight->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB)) |
|---|
| 725 | { |
|---|
| 726 | this->nodeRight->collideWith(((OBBTreeNode*)treeNode)->nodeLeft, nodeA, nodeB); |
|---|
| 727 | this->nodeRight->collideWith(((OBBTreeNode*)treeNode)->nodeRight, nodeA, nodeB); |
|---|
| 728 | } |
|---|
| 729 | } |
|---|
| 730 | |
|---|
| 731 | /* so there is a collision and this is the last box in the tree (i.e. leaf) */ |
|---|
| 732 | if( unlikely(this->nodeRight == NULL && this->nodeLeft == NULL)) |
|---|
| 733 | { |
|---|
| 734 | nodeA->collidesWith(nodeB, *((OBBTreeNode*)treeNode)->bvElement->center); |
|---|
| 735 | |
|---|
| 736 | nodeB->collidesWith(nodeA, *this->bvElement->center); |
|---|
| 737 | } |
|---|
| 738 | |
|---|
| 739 | } |
|---|
| 740 | } |
|---|
| 741 | |
|---|
| 742 | |
|---|
| 743 | |
|---|
| 744 | bool OBBTreeNode::overlapTest(OBB* boxA, OBB* boxB, WorldEntity* nodeA, WorldEntity* nodeB) |
|---|
| 745 | { |
|---|
| 746 | /* first check all axis */ |
|---|
| 747 | Vector t; |
|---|
| 748 | float rA = 0.0f; |
|---|
| 749 | float rB = 0.0f; |
|---|
| 750 | Vector l; |
|---|
| 751 | Vector rotAxisA[3]; |
|---|
| 752 | Vector rotAxisB[3]; |
|---|
| 753 | |
|---|
| 754 | rotAxisA[0] = nodeA->getAbsDir().apply(boxA->axis[0]); |
|---|
| 755 | rotAxisA[1] = nodeA->getAbsDir().apply(boxA->axis[1]); |
|---|
| 756 | rotAxisA[2] = nodeA->getAbsDir().apply(boxA->axis[2]); |
|---|
| 757 | |
|---|
| 758 | rotAxisB[0] = nodeB->getAbsDir().apply(boxB->axis[0]); |
|---|
| 759 | rotAxisB[1] = nodeB->getAbsDir().apply(boxB->axis[1]); |
|---|
| 760 | rotAxisB[2] = nodeB->getAbsDir().apply(boxB->axis[2]); |
|---|
| 761 | |
|---|
| 762 | t = nodeA->getAbsCoor() + nodeA->getAbsDir().apply(*boxA->center) - ( nodeB->getAbsCoor() + nodeB->getAbsDir().apply(*boxB->center)); |
|---|
| 763 | |
|---|
| 764 | // printf("\n"); |
|---|
| 765 | // 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); |
|---|
| 766 | // 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); |
|---|
| 767 | // 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); |
|---|
| 768 | // |
|---|
| 769 | // 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); |
|---|
| 770 | // 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); |
|---|
| 771 | // 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); |
|---|
| 772 | |
|---|
| 773 | |
|---|
| 774 | /* All 3 axis of the object A */ |
|---|
| 775 | for( int j = 0; j < 3; ++j) |
|---|
| 776 | { |
|---|
| 777 | rA = 0.0f; |
|---|
| 778 | rB = 0.0f; |
|---|
| 779 | l = rotAxisA[j]; |
|---|
| 780 | |
|---|
| 781 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
|---|
| 782 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
|---|
| 783 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
|---|
| 784 | |
|---|
| 785 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
|---|
| 786 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
|---|
| 787 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
|---|
| 788 | |
|---|
| 789 | PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
|---|
| 790 | |
|---|
| 791 | if( (rA + rB) < fabs(t.dot(l))) |
|---|
| 792 | { |
|---|
| 793 | PRINT(3)("no Collision\n"); |
|---|
| 794 | return false; |
|---|
| 795 | } |
|---|
| 796 | } |
|---|
| 797 | |
|---|
| 798 | /* All 3 axis of the object B */ |
|---|
| 799 | for( int j = 0; j < 3; ++j) |
|---|
| 800 | { |
|---|
| 801 | rA = 0.0f; |
|---|
| 802 | rB = 0.0f; |
|---|
| 803 | l = rotAxisB[j]; |
|---|
| 804 | |
|---|
| 805 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
|---|
| 806 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
|---|
| 807 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
|---|
| 808 | |
|---|
| 809 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
|---|
| 810 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
|---|
| 811 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
|---|
| 812 | |
|---|
| 813 | PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
|---|
| 814 | |
|---|
| 815 | if( (rA + rB) < fabs(t.dot(l))) |
|---|
| 816 | { |
|---|
| 817 | PRINT(3)("no Collision\n"); |
|---|
| 818 | return false; |
|---|
| 819 | } |
|---|
| 820 | } |
|---|
| 821 | |
|---|
| 822 | |
|---|
| 823 | /* Now check for all face cross products */ |
|---|
| 824 | |
|---|
| 825 | for( int j = 0; j < 3; ++j) |
|---|
| 826 | { |
|---|
| 827 | for(int k = 0; k < 3; ++k ) |
|---|
| 828 | { |
|---|
| 829 | rA = 0.0f; |
|---|
| 830 | rB = 0.0f; |
|---|
| 831 | l = rotAxisA[j].cross(rotAxisB[k]); |
|---|
| 832 | |
|---|
| 833 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
|---|
| 834 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
|---|
| 835 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
|---|
| 836 | |
|---|
| 837 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
|---|
| 838 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
|---|
| 839 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
|---|
| 840 | |
|---|
| 841 | PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
|---|
| 842 | |
|---|
| 843 | if( (rA + rB) < fabs(t.dot(l))) |
|---|
| 844 | { |
|---|
| 845 | PRINT(3)("keine Kollision\n"); |
|---|
| 846 | return false; |
|---|
| 847 | } |
|---|
| 848 | } |
|---|
| 849 | } |
|---|
| 850 | |
|---|
| 851 | |
|---|
| 852 | boxA->bCollided = true; /* use this ONLY(!!!!) for drawing operations */ |
|---|
| 853 | boxB->bCollided = true; |
|---|
| 854 | PRINT(3)("Kollision!\n"); |
|---|
| 855 | return true; |
|---|
| 856 | } |
|---|
| 857 | |
|---|
| 858 | |
|---|
| 859 | |
|---|
| 860 | |
|---|
| 861 | |
|---|
| 862 | void OBBTreeNode::drawBV(int depth, int drawMode, const Vector& color, bool top) const |
|---|
| 863 | { |
|---|
| 864 | |
|---|
| 865 | /* draw the model itself, there is some problem concerning this: the vertices are drawn multiple times */ |
|---|
| 866 | if( drawMode & DRAW_MODEL || drawMode & DRAW_ALL) |
|---|
| 867 | { |
|---|
| 868 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
|---|
| 869 | { |
|---|
| 870 | if( drawMode & DRAW_POINTS) |
|---|
| 871 | glBegin(GL_POINTS); |
|---|
| 872 | for(int i = 0; i < this->bvElement->numOfVertices; ++i) |
|---|
| 873 | { |
|---|
| 874 | if( drawMode & DRAW_POINTS) |
|---|
| 875 | glVertex3f(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]); |
|---|
| 876 | else |
|---|
| 877 | { |
|---|
| 878 | glPushMatrix(); |
|---|
| 879 | glTranslatef(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]); |
|---|
| 880 | gluSphere(OBBTreeNode_sphereObj, 0.1, 10, 10); |
|---|
| 881 | glPopMatrix(); |
|---|
| 882 | } |
|---|
| 883 | } |
|---|
| 884 | if( drawMode & DRAW_POINTS) |
|---|
| 885 | glEnd(); |
|---|
| 886 | } |
|---|
| 887 | } |
|---|
| 888 | |
|---|
| 889 | if (top) |
|---|
| 890 | { |
|---|
| 891 | glPushAttrib(GL_ENABLE_BIT); |
|---|
| 892 | glDisable(GL_LIGHTING); |
|---|
| 893 | glDisable(GL_TEXTURE_2D); |
|---|
| 894 | } |
|---|
| 895 | glColor3f(color.x, color.y, color.z); |
|---|
| 896 | |
|---|
| 897 | |
|---|
| 898 | /* draw world axes */ |
|---|
| 899 | if( drawMode & DRAW_BV_AXIS) |
|---|
| 900 | { |
|---|
| 901 | glBegin(GL_LINES); |
|---|
| 902 | glColor3f(1.0, 0.0, 0.0); |
|---|
| 903 | glVertex3f(0.0, 0.0, 0.0); |
|---|
| 904 | glVertex3f(3.0, 0.0, 0.0); |
|---|
| 905 | |
|---|
| 906 | glColor3f(0.0, 1.0, 0.0); |
|---|
| 907 | glVertex3f(0.0, 0.0, 0.0); |
|---|
| 908 | glVertex3f(0.0, 3.0, 0.0); |
|---|
| 909 | |
|---|
| 910 | glColor3f(0.0, 0.0, 1.0); |
|---|
| 911 | glVertex3f(0.0, 0.0, 0.0); |
|---|
| 912 | glVertex3f(0.0, 0.0, 3.0); |
|---|
| 913 | glEnd(); |
|---|
| 914 | } |
|---|
| 915 | |
|---|
| 916 | |
|---|
| 917 | if( drawMode & DRAW_BV_AXIS || drawMode & DRAW_ALL) |
|---|
| 918 | { |
|---|
| 919 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
|---|
| 920 | { |
|---|
| 921 | /* draw the obb axes */ |
|---|
| 922 | glBegin(GL_LINES); |
|---|
| 923 | glColor3f(0.0, 0.4, 0.3); |
|---|
| 924 | glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
|---|
| 925 | glVertex3f(this->bvElement->center->x + this->bvElement->axis[0].x * this->bvElement->halfLength[0], |
|---|
| 926 | this->bvElement->center->y + this->bvElement->axis[0].y * this->bvElement->halfLength[0], |
|---|
| 927 | this->bvElement->center->z + this->bvElement->axis[0].z * this->bvElement->halfLength[0]); |
|---|
| 928 | |
|---|
| 929 | glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
|---|
| 930 | glVertex3f(this->bvElement->center->x + this->bvElement->axis[1].x * this->bvElement->halfLength[1], |
|---|
| 931 | this->bvElement->center->y + this->bvElement->axis[1].y * this->bvElement->halfLength[1], |
|---|
| 932 | this->bvElement->center->z + this->bvElement->axis[1].z * this->bvElement->halfLength[1]); |
|---|
| 933 | |
|---|
| 934 | glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
|---|
| 935 | glVertex3f(this->bvElement->center->x + this->bvElement->axis[2].x * this->bvElement->halfLength[2], |
|---|
| 936 | this->bvElement->center->y + this->bvElement->axis[2].y * this->bvElement->halfLength[2], |
|---|
| 937 | this->bvElement->center->z + this->bvElement->axis[2].z * this->bvElement->halfLength[2]); |
|---|
| 938 | glEnd(); |
|---|
| 939 | } |
|---|
| 940 | } |
|---|
| 941 | |
|---|
| 942 | |
|---|
| 943 | /* DRAW POLYGONS */ |
|---|
| 944 | if( drawMode & DRAW_BV_POLYGON || drawMode & DRAW_ALL || drawMode & DRAW_BV_BLENDED) |
|---|
| 945 | { |
|---|
| 946 | if (top) |
|---|
| 947 | { |
|---|
| 948 | glEnable(GL_BLEND); |
|---|
| 949 | glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
|---|
| 950 | } |
|---|
| 951 | |
|---|
| 952 | if(this->nodeLeft == NULL || this->nodeRight == NULL) |
|---|
| 953 | depth = 0; |
|---|
| 954 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
|---|
| 955 | { |
|---|
| 956 | Vector cen = *this->bvElement->center; |
|---|
| 957 | Vector* axis = this->bvElement->axis; |
|---|
| 958 | float* len = this->bvElement->halfLength; |
|---|
| 959 | |
|---|
| 960 | if( this->bvElement->bCollided) |
|---|
| 961 | { |
|---|
| 962 | glColor4f(1.0, 1.0, 1.0, .5); // COLLISION COLOR |
|---|
| 963 | } |
|---|
| 964 | else if( drawMode & DRAW_BV_BLENDED) |
|---|
| 965 | { |
|---|
| 966 | glColor4f(color.x, color.y, color.z, .5); |
|---|
| 967 | } |
|---|
| 968 | |
|---|
| 969 | /* draw bounding box */ |
|---|
| 970 | if( drawMode & DRAW_BV_BLENDED) |
|---|
| 971 | glBegin(GL_QUADS); |
|---|
| 972 | else |
|---|
| 973 | glBegin(GL_LINE_LOOP); |
|---|
| 974 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 975 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 976 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 977 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 978 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 979 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 980 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 981 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 982 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 983 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 984 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 985 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 986 | glEnd(); |
|---|
| 987 | |
|---|
| 988 | if( drawMode & DRAW_BV_BLENDED) |
|---|
| 989 | glBegin(GL_QUADS); |
|---|
| 990 | else |
|---|
| 991 | glBegin(GL_LINE_LOOP); |
|---|
| 992 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 993 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 994 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 995 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 996 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 997 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 998 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 999 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1000 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1001 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1002 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1003 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1004 | glEnd(); |
|---|
| 1005 | |
|---|
| 1006 | if( drawMode & DRAW_BV_BLENDED) |
|---|
| 1007 | glBegin(GL_QUADS); |
|---|
| 1008 | else |
|---|
| 1009 | glBegin(GL_LINE_LOOP); |
|---|
| 1010 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1011 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1012 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1013 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 1014 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1015 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1016 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 1017 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1018 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1019 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1020 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1021 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1022 | glEnd(); |
|---|
| 1023 | |
|---|
| 1024 | if( drawMode & DRAW_BV_BLENDED) |
|---|
| 1025 | glBegin(GL_QUADS); |
|---|
| 1026 | else |
|---|
| 1027 | glBegin(GL_LINE_LOOP); |
|---|
| 1028 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 1029 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1030 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1031 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1032 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1033 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1034 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1035 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1036 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1037 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 1038 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1039 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1040 | glEnd(); |
|---|
| 1041 | |
|---|
| 1042 | |
|---|
| 1043 | if( drawMode & DRAW_BV_BLENDED) |
|---|
| 1044 | { |
|---|
| 1045 | glBegin(GL_QUADS); |
|---|
| 1046 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 1047 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1048 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1049 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 1050 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1051 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1052 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 1053 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1054 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1055 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
|---|
| 1056 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
|---|
| 1057 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
|---|
| 1058 | glEnd(); |
|---|
| 1059 | |
|---|
| 1060 | glBegin(GL_QUADS); |
|---|
| 1061 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1062 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1063 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1064 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1065 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1066 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1067 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1068 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1069 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1070 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
|---|
| 1071 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
|---|
| 1072 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
|---|
| 1073 | glEnd(); |
|---|
| 1074 | } |
|---|
| 1075 | |
|---|
| 1076 | |
|---|
| 1077 | if( drawMode & DRAW_BV_BLENDED) |
|---|
| 1078 | glColor3f(color.x, color.y, color.z); |
|---|
| 1079 | } |
|---|
| 1080 | |
|---|
| 1081 | } |
|---|
| 1082 | |
|---|
| 1083 | /* DRAW SEPARATING PLANE */ |
|---|
| 1084 | if( drawMode & DRAW_SEPARATING_PLANE || drawMode & DRAW_ALL) |
|---|
| 1085 | { |
|---|
| 1086 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
|---|
| 1087 | { |
|---|
| 1088 | if( drawMode & DRAW_BV_BLENDED) |
|---|
| 1089 | glColor4f(color.x, color.y, color.z, .6); |
|---|
| 1090 | |
|---|
| 1091 | /* now draw the separation plane */ |
|---|
| 1092 | Vector a1 = this->bvElement->axis[(this->longestAxisIndex + 1)%3]; |
|---|
| 1093 | Vector a2 = this->bvElement->axis[(this->longestAxisIndex + 2)%3]; |
|---|
| 1094 | Vector c = *this->bvElement->center; |
|---|
| 1095 | float l1 = this->bvElement->halfLength[(this->longestAxisIndex + 1)%3]; |
|---|
| 1096 | float l2 = this->bvElement->halfLength[(this->longestAxisIndex + 2)%3]; |
|---|
| 1097 | glBegin(GL_QUADS); |
|---|
| 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); |
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| 1101 | 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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| 1102 | glEnd(); |
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| 1103 | |
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| 1104 | if( drawMode & DRAW_BV_BLENDED) |
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| 1105 | glColor4f(color.x, color.y, color.z, 1.0); |
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| 1106 | |
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| 1107 | } |
|---|
| 1108 | } |
|---|
| 1109 | |
|---|
| 1110 | |
|---|
| 1111 | |
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| 1112 | if (depth > 0) |
|---|
| 1113 | { |
|---|
| 1114 | if( this->nodeLeft != NULL) |
|---|
| 1115 | this->nodeLeft->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(15.0,0.0,0.0)), false); |
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| 1116 | if( this->nodeRight != NULL) |
|---|
| 1117 | this->nodeRight->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(30.0,0.0,0.0)), false); |
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| 1118 | } |
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| 1119 | this->bvElement->bCollided = false; |
|---|
| 1120 | |
|---|
| 1121 | if (top) |
|---|
| 1122 | glPopAttrib(); |
|---|
| 1123 | } |
|---|
| 1124 | |
|---|
| 1125 | |
|---|
| 1126 | |
|---|
| 1127 | void OBBTreeNode::debug() const |
|---|
| 1128 | { |
|---|
| 1129 | |
|---|
| 1130 | /* |
|---|
| 1131 | for(int i = 0; i < length; i++) |
|---|
| 1132 | { |
|---|
| 1133 | PRINTF(3)("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]); |
|---|
| 1134 | } |
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| 1135 | */ |
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| 1136 | } |
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