/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_SPATIAL_SEPARATION #include "quadtree.h" #include "quadtree_node.h" #include "vector.h" #include "material.h" #include "debug.h" #define QUADTREE_MATERIAL_COUNT 4 ObjectListDefinition(Quadtree); /** * standard constructor */ Quadtree::Quadtree (const modelInfo* pModelInfo, const int treeDepth) { this->registerObject(this, Quadtree::_objectList); this->pModelInfo = pModelInfo; this->treeDepth = treeDepth; /* initialize the materials for debug draw */ this->materials = new Material*[QUADTREE_MATERIAL_COUNT]; for(int i = 0; i < QUADTREE_MATERIAL_COUNT; ++i) { materials[i] = new Material(); materials[i]->setIllum(3); } materials[0]->setAmbient(0.0, 0.3, 0.0); materials[1]->setAmbient(0.4, 0.0, 0.2); materials[2]->setAmbient(1.0, 0.0, 0.0); materials[3]->setAmbient(5.0, 3.0, 1.0); /* build the tree */ this->rootNode = new QuadtreeNode(this->pModelInfo, this, this->treeDepth); /* make an array with access to the leafs of the Quad-Tree */ this->nodes = new QuadtreeNode*[(int)pow(4.0, treeDepth)]; int index = 0; //new int; *index = 0; // !!changed by bensch!! for(int i = 0; i < (int)pow(2.0, treeDepth); ++i) { this->rootNode->buildHashTable(this->nodes, &index); } /* sort and revert the hash table to fit the right position */ this->sortHashTable(this->nodes); this->revertHashTable(this->nodes); /* define some important and often used variables */ this->quadLength = this->nodes[0]->getDimension()->getAxis() * 2.0f; Rectangle* r = this->rootNode->getDimension(); float xOff = r->getCenter().x - r->getAxis(); float yOff = r->getCenter().z - r->getAxis(); this->offset = new Vector(); this->offset->x = xOff; this->offset->z = yOff; this->maxIndex = (int)pow(2.0, this->treeDepth); } /** * standard deconstructor */ Quadtree::~Quadtree () { // delete what has to be deleted here if (this->materials != NULL) { for (unsigned int i = 0; i < QUADTREE_MATERIAL_COUNT; i++) delete this->materials[i]; delete[] this->materials; } delete this->offset; delete this->rootNode; delete [] this->nodes; } /** * this function rotates the array and mirrors it in the middle * @param nodes: the nodes to translate since the original matrix is counted from the right upper edge to the right lower one, we have to reorganize the elements to be able to easily correlate the hashtable array indexes with the coorindates. */ void Quadtree::revertHashTable(QuadtreeNode** nodes) { int len = (int)pow(2.0, this->treeDepth); //!< the length of a quadtree side int iterator = 0; //!< iterator used for mapping QuadtreeNode* tmpNode = NULL; //!< temp saving place int offset = 0; //!< offset used in the calc for(int i = len - 1; i >= 0; --i) { for(int j = len - 1; j >= 0; --j) { offset = j * len + i; /* only swap the elements in one direction */ if( offset > iterator) { tmpNode = nodes[offset]; nodes[offset] = nodes[iterator]; nodes[iterator] = tmpNode; } ++iterator; } } } /** * sorts the hash table using their positions * @param nodes the nodes to use */ void Quadtree::sortHashTable(QuadtreeNode** nodes) { int len = (int)pow(2.0, this->treeDepth); //!< the length of a quadtree side float a; //!< temp place for float a float b; //!< temp place for float b QuadtreeNode* tmpNode; //!< tmp place for a QuadtreeNode for( int i = 0; i < len; ++i) { for( int j = 0; j < len; ++j) { for( int k = j + 1; k < len; ++k) { a = this->nodes[i * len + j]->getDimension()->getCenter().z; b = this->nodes[i * len + k]->getDimension()->getCenter().z; if( b > a) { tmpNode = this->nodes[i * len + j]; this->nodes[i * len + j] = this->nodes[i * len + k]; this->nodes[i * len + k] = tmpNode; } } } } } /** * maps a position to a quadtree * @param position the position so look for * @return the quadtree this function will return the quadtree that contains the position */ QuadtreeNode* Quadtree::getQuadtreeFromPosition(const Vector& position) const { /* shift into model space */ Vector v = position - *this->offset; /* map */ int i = (int)(v.x / quadLength); int j = (int)(v.z / quadLength); /* check if object is still inside the terrain - this check is not complete @todo check all 4 bounds */ if( i < this->maxIndex && j < this->maxIndex && i >= 0 && j >= 0) return this->nodes[i + j * this->maxIndex]; PRINTF(4)("Object has left terrain\n"); return NULL; } /** * maps a position to a triangle * @param position the position so look for * @return the triangle this function will return the quadtree that contains the position */ sTriangleExt* Quadtree::getTriangleFromPosition(const Vector& position) const { QuadtreeNode* q = this->getQuadtreeFromPosition(position); if( likely(q != NULL)) return q->getTriangle(position - *this->offset); return NULL; } /** * draws the debug quadtree boxes around the model */ void Quadtree::drawTree() const { //this->rootNode->drawTree(); for(int i = 0; i < (int)pow(4.0, this->treeDepth); ++i) { this->nodes[i]->draw(); } }