| 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_SPATIAL_SEPARATION | 
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| 17 |  | 
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| 18 | #include "quadtree.h" | 
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| 19 |  | 
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| 20 | #include "quadtree_node.h" | 
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| 21 | #include "vector.h" | 
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| 22 |  | 
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| 23 | #include "material.h" | 
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| 24 | #include "debug.h" | 
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| 25 |  | 
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| 26 | using namespace std; | 
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| 27 |  | 
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| 28 | #define QUADTREE_MATERIAL_COUNT       4 | 
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| 29 |  | 
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| 30 | /** | 
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| 31 |  *  standard constructor | 
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| 32 |  */ | 
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| 33 | Quadtree::Quadtree (const modelInfo* pModelInfo, const int treeDepth) | 
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| 34 | { | 
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| 35 |   this->setClassID(CL_QUADTREE, "Quadtree"); | 
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| 36 |   this->pModelInfo = pModelInfo; | 
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| 37 |   this->treeDepth = treeDepth; | 
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| 38 |  | 
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| 39 |   /* initialize the materials for debug draw */ | 
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| 40 |   this->materials = new Material*[QUADTREE_MATERIAL_COUNT]; | 
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| 41 |   for(int i = 0; i < QUADTREE_MATERIAL_COUNT; ++i) | 
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| 42 |   { | 
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| 43 |     materials[i] = new Material(); | 
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| 44 |     materials[i]->setIllum(3); | 
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| 45 |   } | 
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| 46 |   materials[0]->setAmbient(0.0, 0.3, 0.0); | 
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| 47 |   materials[1]->setAmbient(0.4, 0.0, 0.2); | 
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| 48 |   materials[2]->setAmbient(1.0, 0.0, 0.0); | 
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| 49 |   materials[3]->setAmbient(5.0, 3.0, 1.0); | 
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| 50 |  | 
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| 51 |   /* build the tree */ | 
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| 52 |   this->rootNode = new QuadtreeNode(this->pModelInfo, this, this->treeDepth); | 
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| 53 |  | 
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| 54 |   /* make an array with access to the leafs of the Quad-Tree */ | 
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| 55 |   this->nodes = new QuadtreeNode*[(int)pow(4, treeDepth)]; | 
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| 56 |   int index = 0; //new int; *index = 0; // !!changed by bensch!! | 
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| 57 |   for(int i = 0; i < (int)pow(2, treeDepth); ++i) | 
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| 58 |   { | 
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| 59 |     this->rootNode->buildHashTable(this->nodes, &index); | 
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| 60 |   } | 
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| 61 |   /* sort and revert the hash table to fit the right position */ | 
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| 62 |   this->sortHashTable(this->nodes); | 
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| 63 |   this->revertHashTable(this->nodes); | 
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| 64 |  | 
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| 65 |   /* define some important and often used variables */ | 
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| 66 |   this->quadLength = this->nodes[0]->getDimension()->getAxis() * 2.0f; | 
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| 67 |   Rectangle* r = this->rootNode->getDimension(); | 
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| 68 |   float xOff = r->getCenter().x - r->getAxis(); | 
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| 69 |   float yOff = r->getCenter().z - r->getAxis(); | 
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| 70 |   this->offset = new Vector(); | 
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| 71 |   this->offset->x = xOff; | 
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| 72 |   this->offset->z = yOff; | 
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| 73 |   this->maxIndex = (int)pow(2, this->treeDepth); | 
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| 74 | } | 
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| 75 |  | 
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| 76 |  | 
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| 77 | /** | 
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| 78 |  *  standard deconstructor | 
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| 79 |  */ | 
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| 80 | Quadtree::~Quadtree () | 
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| 81 | { | 
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| 82 |   // delete what has to be deleted here | 
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| 83 |   if (this->materials != NULL) | 
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| 84 |   { | 
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| 85 |     for (unsigned int i = 0; i < QUADTREE_MATERIAL_COUNT; i++) | 
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| 86 |       delete this->materials[i]; | 
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| 87 |     delete[] this->materials; | 
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| 88 |   } | 
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| 89 |  | 
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| 90 |   delete this->offset; | 
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| 91 |  | 
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| 92 |   delete this->rootNode; | 
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| 93 |   delete [] this->nodes; | 
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| 94 | } | 
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| 95 |  | 
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| 96 |  | 
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| 97 | /** | 
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| 98 |  *  this function rotates the array and mirrors it in the middle | 
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| 99 |  * @param nodes: the nodes to translate | 
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| 100 |  | 
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| 101 |   since the original matrix is counted from the right upper edge to the right lower one, we have to reorganize the elements | 
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| 102 |   to be able to easily correlate the hashtable array indexes with the coorindates. | 
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| 103 |  */ | 
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| 104 | void Quadtree::revertHashTable(QuadtreeNode** nodes) | 
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| 105 | { | 
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| 106 |   int                  len         = (int)pow(2, this->treeDepth);          //!< the length of a quadtree side | 
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| 107 |   int                  iterator    = 0;                                     //!< iterator used for mapping | 
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| 108 |   QuadtreeNode*        tmpNode     = NULL;                                  //!< temp saving place | 
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| 109 |   int                  offset      = 0;                                     //!< offset used in the calc | 
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| 110 |  | 
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| 111 |   for(int i = len - 1; i >= 0; --i) | 
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| 112 |   { | 
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| 113 |     for(int j = len - 1; j >= 0; --j) | 
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| 114 |     { | 
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| 115 |       offset = j * len + i; | 
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| 116 |       /* only swap the elements in one direction */ | 
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| 117 |       if( offset > iterator) | 
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| 118 |       { | 
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| 119 |         tmpNode = nodes[offset]; | 
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| 120 |         nodes[offset] = nodes[iterator]; | 
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| 121 |         nodes[iterator] = tmpNode; | 
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| 122 |       } | 
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| 123 |       ++iterator; | 
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| 124 |     } | 
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| 125 |   } | 
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| 126 | } | 
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| 127 |  | 
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| 128 |  | 
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| 129 | /** | 
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| 130 |  *  sorts the hash table using their positions | 
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| 131 |  * @param nodes the nodes to use | 
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| 132 |  */ | 
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| 133 | void Quadtree::sortHashTable(QuadtreeNode** nodes) | 
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| 134 | { | 
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| 135 |   int                  len         = (int)pow(2, this->treeDepth);          //!< the length of a quadtree side | 
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| 136 |   float                a;                                                   //!< temp place for float a | 
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| 137 |   float                b;                                                   //!< temp place for float b | 
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| 138 |   QuadtreeNode*        tmpNode;                                             //!< tmp place for a QuadtreeNode | 
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| 139 |  | 
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| 140 |   for( int i = 0; i < len; ++i) | 
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| 141 |   { | 
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| 142 |     for( int j = 0; j < len; ++j) | 
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| 143 |     { | 
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| 144 |       for( int k = j + 1; k < len; ++k) | 
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| 145 |       { | 
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| 146 |         a = this->nodes[i * len + j]->getDimension()->getCenter().z; | 
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| 147 |         b = this->nodes[i * len + k]->getDimension()->getCenter().z; | 
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| 148 |  | 
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| 149 |         if( b > a) | 
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| 150 |         { | 
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| 151 |           tmpNode = this->nodes[i * len + j]; | 
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| 152 |           this->nodes[i * len + j] = this->nodes[i * len + k]; | 
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| 153 |           this->nodes[i * len + k] = tmpNode; | 
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| 154 |         } | 
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| 155 |       } | 
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| 156 |     } | 
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| 157 |   } | 
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| 158 |  | 
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| 159 | } | 
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| 160 |  | 
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| 161 |  | 
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| 162 | /** | 
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| 163 |  *  maps a position to a quadtree | 
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| 164 |  * @param position the position so look for | 
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| 165 |  * @return the quadtree | 
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| 166 |  | 
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| 167 |   this function will return the quadtree that contains the position | 
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| 168 |  */ | 
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| 169 | QuadtreeNode* Quadtree::getQuadtreeFromPosition(const Vector& position) const | 
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| 170 | { | 
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| 171 |   /* shift into model space */ | 
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| 172 |   Vector v = position - *this->offset; | 
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| 173 |   /* map */ | 
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| 174 |   int i = (int)(v.x / quadLength); | 
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| 175 |   int j = (int)(v.z / quadLength); | 
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| 176 |  | 
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| 177 |   /* check if object is still inside the terrain - this check is not complete @todo check all 4 bounds */ | 
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| 178 |   if( i < this->maxIndex && j < this->maxIndex && i >= 0 && j >= 0) | 
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| 179 |     return this->nodes[i + j * this->maxIndex]; | 
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| 180 |  | 
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| 181 |  | 
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| 182 |   PRINTF(4)("Object has left terrain\n"); | 
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| 183 |   return NULL; | 
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| 184 | } | 
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| 185 |  | 
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| 186 |  | 
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| 187 | /** | 
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| 188 |  *  maps a position to a triangle | 
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| 189 |  * @param position the position so look for | 
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| 190 |  * @return the triangle | 
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| 191 |  | 
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| 192 |   this function will return the quadtree that contains the position | 
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| 193 |  */ | 
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| 194 | sTriangleExt* Quadtree::getTriangleFromPosition(const Vector& position) const | 
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| 195 | { | 
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| 196 |   QuadtreeNode* q = this->getQuadtreeFromPosition(position); | 
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| 197 |  | 
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| 198 |   if( likely(q != NULL)) | 
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| 199 |     return q->getTriangle(position - *this->offset); | 
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| 200 |   return NULL; | 
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| 201 | } | 
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| 202 |  | 
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| 203 |  | 
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| 204 | /** | 
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| 205 |  *  draws the debug quadtree boxes around the model | 
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| 206 |  */ | 
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| 207 | void Quadtree::drawTree() const | 
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| 208 | { | 
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| 209 |   //this->rootNode->drawTree(); | 
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| 210 |   for(int i = 0; i < (int)pow(4, this->treeDepth); ++i) | 
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| 211 |   { | 
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| 212 |     this->nodes[i]->draw(); | 
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| 213 |   } | 
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| 214 | } | 
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