| 1 | /* |
|---|
| 2 | orxonox - the future of 3D-vertical-scrollers |
|---|
| 3 | |
|---|
| 4 | Copyright (C) 2004 orx |
|---|
| 5 | |
|---|
| 6 | This program is free software; you can redistribute it and/or modify |
|---|
| 7 | it under the terms of the GNU General Public License as published by |
|---|
| 8 | the Free Software Foundation; either version 2, or (at your option) |
|---|
| 9 | any later version. |
|---|
| 10 | |
|---|
| 11 | ### File Specific: |
|---|
| 12 | main-programmer: Patrick Boenzli |
|---|
| 13 | co-programmer: ... |
|---|
| 14 | */ |
|---|
| 15 | |
|---|
| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_SPATIAL_SEPARATION |
|---|
| 17 | |
|---|
| 18 | #include "quadtree_node.h" |
|---|
| 19 | |
|---|
| 20 | #include "quadtree.h" |
|---|
| 21 | #include "material.h" |
|---|
| 22 | #include "abstract_model.h" |
|---|
| 23 | #include "list.h" |
|---|
| 24 | #include "vector.h" |
|---|
| 25 | #include "debug.h" |
|---|
| 26 | |
|---|
| 27 | using namespace std; |
|---|
| 28 | |
|---|
| 29 | |
|---|
| 30 | /** |
|---|
| 31 | * standard constructor |
|---|
| 32 | */ |
|---|
| 33 | QuadtreeNode::QuadtreeNode (sTriangleExt** triangles, int numTriangles, |
|---|
| 34 | const float* pVertices, int numVertices, |
|---|
| 35 | Quadtree* quadtree, QuadtreeNode* parent, |
|---|
| 36 | Rectangle* rect, int treeDepth, const int maxDepth, int index |
|---|
| 37 | ) |
|---|
| 38 | { |
|---|
| 39 | /* save all important variables localy */ |
|---|
| 40 | this->pTriangles = triangles; |
|---|
| 41 | this->numTriangles = numTriangles; |
|---|
| 42 | this->pVertices = pVertices; |
|---|
| 43 | this->numVertices = numVertices; |
|---|
| 44 | this->quadtree = quadtree; |
|---|
| 45 | this->parent = parent; |
|---|
| 46 | this->pDimension = rect; |
|---|
| 47 | this->treeDepth = treeDepth; |
|---|
| 48 | this->maxDepth = maxDepth; |
|---|
| 49 | this->indexNode = index; |
|---|
| 50 | |
|---|
| 51 | /* debug output */ |
|---|
| 52 | for( int i = 0; i < this->treeDepth; ++i) |
|---|
| 53 | PRINT(3)(" |"); |
|---|
| 54 | PRINT(3)(" | +-| (Event) Building Node Nr. %i Depth: %i/%i, pointer: %p\n", this->indexNode, treeDepth, maxDepth, this); |
|---|
| 55 | |
|---|
| 56 | for( int i = 0; i < this->treeDepth; ++i) |
|---|
| 57 | PRINT(3)(" |"); |
|---|
| 58 | PRINT(3)(" | +-| (II) Rectangle Center (%5.2f, %5.2f), half axis length: %5.2f\n", |
|---|
| 59 | this->pDimension->getCenter().x, this->pDimension->getCenter().z, this->pDimension->getAxis()); |
|---|
| 60 | |
|---|
| 61 | this->init(); |
|---|
| 62 | } |
|---|
| 63 | |
|---|
| 64 | |
|---|
| 65 | /** |
|---|
| 66 | * standard constructor |
|---|
| 67 | */ |
|---|
| 68 | QuadtreeNode::QuadtreeNode(modelInfo* pModelInfo, Quadtree* quadtree, const int maxDepth) |
|---|
| 69 | { |
|---|
| 70 | /* save all important variables localy */ |
|---|
| 71 | this->pModelInfo = pModelInfo; |
|---|
| 72 | this->quadtree = quadtree; |
|---|
| 73 | this->maxDepth = maxDepth; |
|---|
| 74 | this->treeDepth = 0; |
|---|
| 75 | this->indexNode = 0; |
|---|
| 76 | |
|---|
| 77 | /* create an array of triangle references */ |
|---|
| 78 | this->pTriangles = new sTriangleExt*[this->pModelInfo->numTriangles]; |
|---|
| 79 | this->numTriangles = this->pModelInfo->numTriangles; |
|---|
| 80 | this->pVertices = this->pModelInfo->pVertices; |
|---|
| 81 | this->numVertices = this->pModelInfo->numVertices; |
|---|
| 82 | for( int i = 0; i < this->pModelInfo->numTriangles; ++i) |
|---|
| 83 | this->pTriangles[i] = &this->pModelInfo->pTriangles[i]; |
|---|
| 84 | |
|---|
| 85 | /* debug output */ |
|---|
| 86 | for( int i = 0; i < this->treeDepth; ++i) |
|---|
| 87 | PRINT(3)(" |"); |
|---|
| 88 | PRINT(3)(" | +-| (Event) Building Node Nr. %i Depth: %i/%i, pointer: %p\n", this->indexNode, treeDepth, maxDepth, this); |
|---|
| 89 | |
|---|
| 90 | /* set some important variables */ |
|---|
| 91 | this->pDimension = this->getDimFromModel(); |
|---|
| 92 | |
|---|
| 93 | this->init(); |
|---|
| 94 | } |
|---|
| 95 | |
|---|
| 96 | |
|---|
| 97 | /** |
|---|
| 98 | * takes the rest of the initialisation process |
|---|
| 99 | */ |
|---|
| 100 | void QuadtreeNode::init() |
|---|
| 101 | { |
|---|
| 102 | this->setClassID(CL_QUADTREE_NODE, "QuadtreeNode"); |
|---|
| 103 | |
|---|
| 104 | /* init the rest of the variables for both init types */ |
|---|
| 105 | this->offset = 0.0f; |
|---|
| 106 | this->nodeIter = -1; |
|---|
| 107 | this->bDraw = false; |
|---|
| 108 | |
|---|
| 109 | this->parent = NULL; |
|---|
| 110 | this->nodeA = NULL; |
|---|
| 111 | this->nodeB = NULL; |
|---|
| 112 | this->nodeC = NULL; |
|---|
| 113 | this->nodeD = NULL; |
|---|
| 114 | this->nodes = new QuadtreeNode*[4]; |
|---|
| 115 | for(int i = 0; i < 4; ++i) |
|---|
| 116 | this->nodes[i] = NULL; |
|---|
| 117 | |
|---|
| 118 | /* now separate the nodes */ |
|---|
| 119 | if( this->treeDepth < this->maxDepth) |
|---|
| 120 | this->separateNode(); |
|---|
| 121 | } |
|---|
| 122 | |
|---|
| 123 | |
|---|
| 124 | /** |
|---|
| 125 | * standard deconstructor |
|---|
| 126 | */ |
|---|
| 127 | QuadtreeNode::~QuadtreeNode () |
|---|
| 128 | { |
|---|
| 129 | if( this->nodeA != NULL) |
|---|
| 130 | delete this->nodeA; |
|---|
| 131 | if( this->nodeB != NULL) |
|---|
| 132 | delete this->nodeB; |
|---|
| 133 | if( this->nodeC != NULL) |
|---|
| 134 | delete this->nodeC; |
|---|
| 135 | if( this->nodeD != NULL) |
|---|
| 136 | delete this->nodeD; |
|---|
| 137 | |
|---|
| 138 | if( this->pTriangles) |
|---|
| 139 | delete [] this->pTriangles; |
|---|
| 140 | |
|---|
| 141 | if( this->pDimension) |
|---|
| 142 | delete this->pDimension; |
|---|
| 143 | } |
|---|
| 144 | |
|---|
| 145 | |
|---|
| 146 | |
|---|
| 147 | /** |
|---|
| 148 | * this functions builds up a hash table containing all leafs of the Quadtree in a sorted array |
|---|
| 149 | * @param nodeList the nodelist array to add them |
|---|
| 150 | * @param index the current index in the array |
|---|
| 151 | |
|---|
| 152 | The algorithm used for this purpose is home-brown. its not to fast but and the nodes are not always in the right |
|---|
| 153 | order. this is why there will be needed a quicksort later on. |
|---|
| 154 | */ |
|---|
| 155 | void QuadtreeNode::buildHashTable(QuadtreeNode** nodeList, int* index) |
|---|
| 156 | { |
|---|
| 157 | if( this->nodeIter == -1) |
|---|
| 158 | this->nodeIter = *index; |
|---|
| 159 | |
|---|
| 160 | /* offset #of elements in a row #of rows in a quadtree */ |
|---|
| 161 | int threshold = this->nodeIter + (int)pow(2, this->maxDepth) * (int)pow(2, maxDepth - treeDepth - 1); |
|---|
| 162 | int loopLimit = (*index < threshold)?2:4; |
|---|
| 163 | |
|---|
| 164 | /* is it a leaf? */ |
|---|
| 165 | if( this->treeDepth < this->maxDepth) |
|---|
| 166 | for(int i = (*index < threshold)?0:2; i < loopLimit; ++i) |
|---|
| 167 | this->nodes[i]->buildHashTable(nodeList, index); |
|---|
| 168 | else |
|---|
| 169 | nodeList[(*index)++] = this; |
|---|
| 170 | } |
|---|
| 171 | |
|---|
| 172 | |
|---|
| 173 | |
|---|
| 174 | /** |
|---|
| 175 | * gives the signal to separate the model into a quadtree |
|---|
| 176 | * @param treeDepth the max depth, the steps to go if treeDept == 0 leaf reached |
|---|
| 177 | |
|---|
| 178 | * @todo ATTENION: This function is currently not used and not implemented, but would be a nice addon |
|---|
| 179 | */ |
|---|
| 180 | void QuadtreeNode::separateNode(float minLength) |
|---|
| 181 | { |
|---|
| 182 | /* dimension calculation & limit checking */ |
|---|
| 183 | if( minLength <= this->pDimension->getAxis()) |
|---|
| 184 | return; |
|---|
| 185 | |
|---|
| 186 | /* node separation */ |
|---|
| 187 | // this->separateNode(); |
|---|
| 188 | // this->nodeA->separateNode(minLength); |
|---|
| 189 | // this->nodeB->separateNode(minLength); |
|---|
| 190 | // this->nodeC->separateNode(minLength); |
|---|
| 191 | // this->nodeD->separateNode(minLength); |
|---|
| 192 | } |
|---|
| 193 | |
|---|
| 194 | |
|---|
| 195 | /** |
|---|
| 196 | * gives the signal to separate the model into a quadtree |
|---|
| 197 | * @param treeDepth the max depth, the steps to go if treeDept == 0 leaf reached |
|---|
| 198 | */ |
|---|
| 199 | void QuadtreeNode::separateNode() |
|---|
| 200 | { |
|---|
| 201 | /* separate the four regions into the four lists */ |
|---|
| 202 | tList<sTriangleExt*>* listA = new tList<sTriangleExt*>(); //!< triangle list of nodeA |
|---|
| 203 | tList<sTriangleExt*>* listB = new tList<sTriangleExt*>(); //!< triangle list of nodeB |
|---|
| 204 | tList<sTriangleExt*>* listC = new tList<sTriangleExt*>(); //!< triangle list of nodeC |
|---|
| 205 | tList<sTriangleExt*>* listD = new tList<sTriangleExt*>(); //!< triangle list of nodeD |
|---|
| 206 | const float* pVert; //!< pointer to the vertices |
|---|
| 207 | Vector rectCenter; //!< vector to the center of the rect |
|---|
| 208 | |
|---|
| 209 | rectCenter = this->pDimension->getCenter(); |
|---|
| 210 | for( int i = 0; i < this->numTriangles; ++i) |
|---|
| 211 | { |
|---|
| 212 | for( int j = 0; j < 3; ++j) |
|---|
| 213 | { |
|---|
| 214 | pVert = &this->pVertices[this->pTriangles[i]->indexToVertices[j]]; |
|---|
| 215 | if( pVert[0] > rectCenter.x + this->offset && pVert[2] > rectCenter.z + this->offset) |
|---|
| 216 | listA->add(&this->pTriangles[i]); |
|---|
| 217 | if( pVert[0] < rectCenter.x + this->offset && pVert[2] > rectCenter.z + this->offset) |
|---|
| 218 | listB->add(&this->pTriangles[i]); |
|---|
| 219 | if( pVert[0] < rectCenter.x + this->offset && pVert[2] < rectCenter.z + this->offset) |
|---|
| 220 | listC->add(&this->pTriangles[i]); |
|---|
| 221 | if( pVert[0] > rectCenter.x + this->offset && pVert[2] < rectCenter.z + this->offset) |
|---|
| 222 | listD->add(&this->pTriangles[i]); |
|---|
| 223 | } |
|---|
| 224 | } |
|---|
| 225 | for( int i = 0; i < treeDepth; ++i) |
|---|
| 226 | PRINT(3)(" |"); |
|---|
| 227 | PRINT(3)(" | +-| (II) Quadtree Counts - separating: A: %i, B: %i, C: %i, D: %i\n", listA->getSize(), listB->getSize(), listC->getSize(), listD->getSize()); |
|---|
| 228 | |
|---|
| 229 | |
|---|
| 230 | /* Separating into to the triangle arrays */ |
|---|
| 231 | sTriangleExt** pTriA; //!< Triangle array A |
|---|
| 232 | sTriangleExt** pTriB; //!< Triangle array B |
|---|
| 233 | sTriangleExt** pTriC; //!< Triangle array C |
|---|
| 234 | sTriangleExt** pTriD; //!< Triangle array D |
|---|
| 235 | int lenA; //!< length array A |
|---|
| 236 | int lenB; //!< length array B |
|---|
| 237 | int lenC; //!< length array C |
|---|
| 238 | int lenD; //!< length array D |
|---|
| 239 | tIterator<sTriangleExt*>* iterator; //!< iterator for the list iterations |
|---|
| 240 | sTriangleExt** tempTri; //!< temp save place for triangle pointer |
|---|
| 241 | int counter; //!< counter for the while loops |
|---|
| 242 | |
|---|
| 243 | lenA = listA->getSize(); |
|---|
| 244 | lenB = listB->getSize(); |
|---|
| 245 | lenC = listC->getSize(); |
|---|
| 246 | lenD = listD->getSize(); |
|---|
| 247 | |
|---|
| 248 | pTriA = new sTriangleExt*[listA->getSize()]; |
|---|
| 249 | pTriB = new sTriangleExt*[listB->getSize()]; |
|---|
| 250 | pTriC = new sTriangleExt*[listC->getSize()]; |
|---|
| 251 | pTriD = new sTriangleExt*[listD->getSize()]; |
|---|
| 252 | |
|---|
| 253 | counter = 0; |
|---|
| 254 | iterator = listA->getIterator(); |
|---|
| 255 | tempTri = iterator->firstElement(); |
|---|
| 256 | while( tempTri) |
|---|
| 257 | { |
|---|
| 258 | pTriA[counter] = *tempTri; |
|---|
| 259 | tempTri = iterator->nextElement(); |
|---|
| 260 | ++counter; |
|---|
| 261 | } |
|---|
| 262 | counter = 0; |
|---|
| 263 | iterator = listB->getIterator(); |
|---|
| 264 | tempTri = iterator->firstElement(); |
|---|
| 265 | while( tempTri) |
|---|
| 266 | { |
|---|
| 267 | pTriB[counter] = *tempTri; |
|---|
| 268 | tempTri = iterator->nextElement(); |
|---|
| 269 | ++counter; |
|---|
| 270 | } |
|---|
| 271 | counter = 0; |
|---|
| 272 | iterator = listC->getIterator(); |
|---|
| 273 | tempTri = iterator->firstElement(); |
|---|
| 274 | while( tempTri) |
|---|
| 275 | { |
|---|
| 276 | pTriC[counter] = *tempTri; |
|---|
| 277 | tempTri = iterator->nextElement(); |
|---|
| 278 | ++counter; |
|---|
| 279 | } |
|---|
| 280 | counter = 0; |
|---|
| 281 | iterator = listD->getIterator(); |
|---|
| 282 | tempTri = iterator->firstElement(); |
|---|
| 283 | while( tempTri) |
|---|
| 284 | { |
|---|
| 285 | pTriD[counter] = *tempTri; |
|---|
| 286 | tempTri = iterator->nextElement(); |
|---|
| 287 | ++counter; |
|---|
| 288 | } |
|---|
| 289 | |
|---|
| 290 | /* now do cleanup */ |
|---|
| 291 | delete listA; |
|---|
| 292 | delete listB; |
|---|
| 293 | delete listC; |
|---|
| 294 | delete listD; |
|---|
| 295 | delete iterator; |
|---|
| 296 | |
|---|
| 297 | |
|---|
| 298 | /* now create the rectangle dimensions */ |
|---|
| 299 | Vector v; //!< temp saving place |
|---|
| 300 | Rectangle* rA; //!< new size of the node A |
|---|
| 301 | Rectangle* rB; //!< new size of the node B |
|---|
| 302 | Rectangle* rC; //!< new size of the node C |
|---|
| 303 | Rectangle* rD; //!< new size of the node D |
|---|
| 304 | |
|---|
| 305 | |
|---|
| 306 | v.x = this->pDimension->getCenter().x + this->pDimension->getAxis() / 2.0f; |
|---|
| 307 | v.y = 0.0; |
|---|
| 308 | v.z = this->pDimension->getCenter().z + this->pDimension->getAxis() / 2.0f; |
|---|
| 309 | rA = new Rectangle(v, this->pDimension->getAxis() / 2.0f); |
|---|
| 310 | v.z = this->pDimension->getCenter().z - this->pDimension->getAxis() / 2.0f; |
|---|
| 311 | rB = new Rectangle(v, this->pDimension->getAxis() / 2.0f); |
|---|
| 312 | v.x = this->pDimension->getCenter().x - this->pDimension->getAxis() / 2.0f; |
|---|
| 313 | rC = new Rectangle(v, this->pDimension->getAxis() / 2.0f); |
|---|
| 314 | v.z = this->pDimension->getCenter().z + this->pDimension->getAxis() / 2.0f; |
|---|
| 315 | rD = new Rectangle(v, this->pDimension->getAxis() / 2.0f); |
|---|
| 316 | |
|---|
| 317 | /* now create the new nodes */ |
|---|
| 318 | this->nodeA = new QuadtreeNode(pTriA, lenA, this->pVertices, this->numVertices, this->quadtree, this, rA, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 0); |
|---|
| 319 | this->nodeB = new QuadtreeNode(pTriB, lenB, this->pVertices, this->numVertices, this->quadtree, this, rB, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 1); |
|---|
| 320 | this->nodeC = new QuadtreeNode(pTriC, lenC, this->pVertices, this->numVertices, this->quadtree, this, rC, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 2); |
|---|
| 321 | this->nodeD = new QuadtreeNode(pTriD, lenD, this->pVertices, this->numVertices, this->quadtree, this, rD, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 3); |
|---|
| 322 | |
|---|
| 323 | /* map the array references, this is for faster and automatical interfacing \todo: use only array */ |
|---|
| 324 | this->nodes[0] = this->nodeA; |
|---|
| 325 | this->nodes[1] = this->nodeB; |
|---|
| 326 | this->nodes[2] = this->nodeC; |
|---|
| 327 | this->nodes[3] = this->nodeD; |
|---|
| 328 | } |
|---|
| 329 | |
|---|
| 330 | |
|---|
| 331 | /** |
|---|
| 332 | * gets the maximal dimension of a model |
|---|
| 333 | * @return the dimension of the AbstractModel as a Rectangle |
|---|
| 334 | |
|---|
| 335 | The rectangle is x-z axis aligned. ATTENTION: if there are any vertices in the model, that exceed the |
|---|
| 336 | size of 999999.0, there probably will be some errors in the dimensions calculations. Write an email to |
|---|
| 337 | patrick@orxonox.ethz.ch if you will ever encounter a model bigger than 999999.0 units, I will realy be |
|---|
| 338 | happy to see orxonox used to extensivly :) |
|---|
| 339 | */ |
|---|
| 340 | Rectangle* QuadtreeNode::getDimFromModel() |
|---|
| 341 | { |
|---|
| 342 | float maxX, maxY; //!< the maximal coordinates axis |
|---|
| 343 | float minX, minY; //!< minimal axis coorindates |
|---|
| 344 | const float* pVertices; //!< pointer to the current vertices |
|---|
| 345 | |
|---|
| 346 | maxX = -999999; maxY = -999999; |
|---|
| 347 | minX = 999999; minY = 999999; |
|---|
| 348 | /* get maximal/minimal x/y */ |
|---|
| 349 | for( int i = 0; i < this->numTriangles; ++i) |
|---|
| 350 | { |
|---|
| 351 | for( int j = 0; j < 3; ++j) |
|---|
| 352 | { |
|---|
| 353 | |
|---|
| 354 | pVertices = &this->pVertices[this->pTriangles[i]->indexToVertices[j]]; |
|---|
| 355 | if( pVertices[0] > maxX) |
|---|
| 356 | maxX = pVertices[0]; |
|---|
| 357 | if( pVertices[2] > maxY) |
|---|
| 358 | maxY = pVertices[2]; |
|---|
| 359 | |
|---|
| 360 | if( pVertices[0] < minX) |
|---|
| 361 | minX = pVertices[0]; |
|---|
| 362 | if( pVertices[2] < minY) |
|---|
| 363 | minY = pVertices[2]; |
|---|
| 364 | } |
|---|
| 365 | } |
|---|
| 366 | |
|---|
| 367 | Rectangle* rect = new Rectangle(); |
|---|
| 368 | rect->setCenter((maxX + minX) / 2.0f, 0.0f, (maxY + minY) / 2.0f); /* this is little strange, since y is in opengl the up vector */ |
|---|
| 369 | rect->setAxis(fmax(((fabs(maxX) + fabs(minX)) / 2.0f), ((fabs(maxY) + fabs(minY)) / 2.0f))); |
|---|
| 370 | |
|---|
| 371 | for( int i = 0; i < this->treeDepth; ++i) |
|---|
| 372 | PRINT(3)(" |"); |
|---|
| 373 | PRINT(3)(" | +-| (II) Rectangle Dimension (%5.2f, %5.2f) to (%5.2f, %5.2f), Center (%5.2f, %5.2f)\n", minX, minY, maxX, maxY, rect->getCenter().x, rect->getCenter().z, rect->getAxis()); |
|---|
| 374 | return rect; |
|---|
| 375 | } |
|---|
| 376 | |
|---|
| 377 | |
|---|
| 378 | /** |
|---|
| 379 | * checks if a point is included in this quadtree |
|---|
| 380 | * @param v the vector to be checked |
|---|
| 381 | * @returns true if the vector is included |
|---|
| 382 | */ |
|---|
| 383 | bool QuadtreeNode::includesPoint(const Vector& v) const |
|---|
| 384 | { |
|---|
| 385 | Vector center = this->pDimension->getCenter(); |
|---|
| 386 | float ax = this->pDimension->getAxis(); |
|---|
| 387 | |
|---|
| 388 | if( v.x > center.x - ax && v.x < center.x + ax && |
|---|
| 389 | v.z > center.z - ax && v.z < center.z + ax ) |
|---|
| 390 | return true; |
|---|
| 391 | return false; |
|---|
| 392 | } |
|---|
| 393 | |
|---|
| 394 | |
|---|
| 395 | |
|---|
| 396 | float QuadtreeNode::getHeight(const Vector& position) const |
|---|
| 397 | { |
|---|
| 398 | Vector a, b, c; |
|---|
| 399 | sTriangleExt* tri; |
|---|
| 400 | |
|---|
| 401 | for( int i = 0; i < this->numTriangles; ++i) |
|---|
| 402 | { |
|---|
| 403 | a = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[0]]; |
|---|
| 404 | b = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[1]]; |
|---|
| 405 | c = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[2]]; |
|---|
| 406 | |
|---|
| 407 | if( unlikely(this->pointInTriangle(position, a, b, c))) |
|---|
| 408 | { |
|---|
| 409 | tri = this->pTriangles[i]; |
|---|
| 410 | break; |
|---|
| 411 | } |
|---|
| 412 | } |
|---|
| 413 | |
|---|
| 414 | /* calculate height out of the data collected above */ |
|---|
| 415 | |
|---|
| 416 | } |
|---|
| 417 | |
|---|
| 418 | |
|---|
| 419 | /** |
|---|
| 420 | * get triangles that includes the position |
|---|
| 421 | * @param position the position that is going to be checked |
|---|
| 422 | * @returns the triangle in which the position is included, NULL if there is no such triangle |
|---|
| 423 | |
|---|
| 424 | There is some random behaviour if there are more than one triangle at the same y |
|---|
| 425 | coordinate. At the moment the function just takes the first triangle, that included the |
|---|
| 426 | vector |
|---|
| 427 | */ |
|---|
| 428 | sTriangleExt* QuadtreeNode::getTriangle(const Vector& position) const |
|---|
| 429 | { |
|---|
| 430 | Vector a, b, c; |
|---|
| 431 | PRINTF(0)("Get Triangle, %i\n", this->numTriangles); |
|---|
| 432 | |
|---|
| 433 | for( int i = 0; i < numTriangles; ++i) |
|---|
| 434 | { |
|---|
| 435 | |
|---|
| 436 | a = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[0]]; |
|---|
| 437 | b = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[1]]; |
|---|
| 438 | c = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[2]]; |
|---|
| 439 | |
|---|
| 440 | if( unlikely(this->pointInTriangle(position, a, b, c))) |
|---|
| 441 | return this->pTriangles[i]; |
|---|
| 442 | |
|---|
| 443 | } |
|---|
| 444 | return NULL; |
|---|
| 445 | } |
|---|
| 446 | |
|---|
| 447 | |
|---|
| 448 | /** |
|---|
| 449 | * checks if the point is in the triangle |
|---|
| 450 | * @param point to be checked |
|---|
| 451 | * @param rectangle edge a |
|---|
| 452 | * @param rectangle edge b |
|---|
| 453 | * @param rectangle edge c |
|---|
| 454 | * @returns true if the point is inside |
|---|
| 455 | */ |
|---|
| 456 | bool QuadtreeNode::pointInTriangle(const Vector&p, const Vector& a, const Vector& b, const Vector& c) const |
|---|
| 457 | { |
|---|
| 458 | |
|---|
| 459 | PRINTF(0)("p: (%f, %f, %f)\n", p.x, p.y, p.z); |
|---|
| 460 | PRINTF(0)("a: (%f, %f, %f)\n", a.x, a.y, a.z); |
|---|
| 461 | PRINTF(0)("b: (%f, %f, %f)\n", b.x, b.y, b.z); |
|---|
| 462 | PRINTF(0)("c: (%f, %f, %f)\n", c.x, c.y, c.z); |
|---|
| 463 | |
|---|
| 464 | if( this->sameSide(p, a, b, c) && this->sameSide(p, b, a, c) && sameSide(p, c, a, b)) |
|---|
| 465 | return true; |
|---|
| 466 | return false; |
|---|
| 467 | } |
|---|
| 468 | |
|---|
| 469 | |
|---|
| 470 | /** |
|---|
| 471 | * checks if two points are on the same side |
|---|
| 472 | * @param point one to be checked |
|---|
| 473 | * @param point two to be checked |
|---|
| 474 | * @param begining point of the line |
|---|
| 475 | * @param end of the line |
|---|
| 476 | */ |
|---|
| 477 | bool QuadtreeNode::sameSide(const Vector& p1, const Vector&p2, const Vector& a, const Vector& b) const |
|---|
| 478 | { |
|---|
| 479 | Vector cp1 = (b - a).cross(p1 - a); |
|---|
| 480 | Vector cp2 = (b - a).cross(p2 - a); |
|---|
| 481 | |
|---|
| 482 | if( unlikely(cp1.dot(cp2) >= 0)) return true; |
|---|
| 483 | return false; |
|---|
| 484 | } |
|---|
| 485 | |
|---|
| 486 | |
|---|
| 487 | /** |
|---|
| 488 | * draws all the debug quadtree squares |
|---|
| 489 | */ |
|---|
| 490 | void QuadtreeNode::drawTree() const |
|---|
| 491 | { |
|---|
| 492 | if( this->treeDepth == this->maxDepth) |
|---|
| 493 | { |
|---|
| 494 | Vector t1 = this->pDimension->getCenter(); |
|---|
| 495 | float ax = this->pDimension->getAxis(); |
|---|
| 496 | float h = 50.0f; |
|---|
| 497 | |
|---|
| 498 | this->quadtree->getMaterial(this->indexNode)->select(); |
|---|
| 499 | glBegin(GL_QUADS); |
|---|
| 500 | glVertex3f(t1.x + ax, h - this->treeDepth * 10.0f, t1.z + ax); |
|---|
| 501 | glVertex3f(t1.x - ax, h - this->treeDepth * 10.0f, t1.z + ax); |
|---|
| 502 | glVertex3f(t1.x - ax, h - this->treeDepth * 10.0f, t1.z - ax); |
|---|
| 503 | glVertex3f(t1.x + ax, h - this->treeDepth * 10.0f, t1.z - ax); |
|---|
| 504 | glEnd(); |
|---|
| 505 | } |
|---|
| 506 | |
|---|
| 507 | |
|---|
| 508 | if( this->nodeA != NULL) |
|---|
| 509 | this->nodeA->drawTree(); |
|---|
| 510 | if( this->nodeB != NULL) |
|---|
| 511 | this->nodeB->drawTree(); |
|---|
| 512 | if( this->nodeC != NULL) |
|---|
| 513 | this->nodeC->drawTree(); |
|---|
| 514 | if( this->nodeD != NULL) |
|---|
| 515 | this->nodeD->drawTree(); |
|---|
| 516 | } |
|---|
| 517 | |
|---|
| 518 | |
|---|
| 519 | /** |
|---|
| 520 | * draws only this quadtree square |
|---|
| 521 | */ |
|---|
| 522 | void QuadtreeNode::draw() const |
|---|
| 523 | { |
|---|
| 524 | if( likely(!this->bDraw)) |
|---|
| 525 | return; |
|---|
| 526 | |
|---|
| 527 | Vector t1 = this->pDimension->getCenter(); |
|---|
| 528 | float ax = this->pDimension->getAxis(); |
|---|
| 529 | float h = 70.0f; |
|---|
| 530 | |
|---|
| 531 | glBegin(GL_QUADS); |
|---|
| 532 | this->quadtree->getMaterial(this->indexNode)->select(); |
|---|
| 533 | |
|---|
| 534 | glVertex3f(t1.x + ax, h, t1.z + ax); |
|---|
| 535 | glVertex3f(t1.x - ax, h, t1.z + ax); |
|---|
| 536 | glVertex3f(t1.x - ax, h, t1.z - ax); |
|---|
| 537 | glVertex3f(t1.x + ax, h, t1.z - ax); |
|---|
| 538 | |
|---|
| 539 | glEnd(); |
|---|
| 540 | } |
|---|