| 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_node.h" | 
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| 19 |  | 
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| 20 | #include "glincl.h" | 
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| 21 | #include "quadtree.h" | 
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| 22 | #include "material.h" | 
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| 23 | #include "model.h" | 
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| 24 | #include "debug.h" | 
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| 25 |  | 
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| 26 | #include "util/list.h" | 
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| 27 |  | 
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| 28 | using namespace std; | 
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| 29 |  | 
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| 30 |  | 
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| 31 | /** | 
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| 32 |  *  standard constructor | 
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| 33 |  */ | 
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| 34 | QuadtreeNode::QuadtreeNode (sTriangleExt** triangles, int numTriangles, | 
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| 35 |                             const float* pVertices, int numVertices, | 
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| 36 |                             Quadtree* quadtree, QuadtreeNode* parent, | 
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| 37 |                             Rectangle* rect, int treeDepth, const int maxDepth, int index | 
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| 38 |                            ) | 
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| 39 | { | 
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| 40 |   /* save all important variables localy */ | 
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| 41 |   this->numTriangles = numTriangles; | 
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| 42 |   this->pTriangles = triangles; | 
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| 43 |   this->numVertices = numVertices; | 
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| 44 |   this->pVertices = pVertices; | 
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| 45 |  | 
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| 46 |   this->quadtree = quadtree; | 
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| 47 |   this->parent = parent; | 
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| 48 |   this->pDimension = rect; | 
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| 49 |   this->treeDepth = treeDepth; | 
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| 50 |   this->maxDepth = maxDepth; | 
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| 51 |   this->indexNode = index; | 
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| 52 |  | 
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| 53 |   /* debug output */ | 
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| 54 |   for( int i = 0; i < this->treeDepth; ++i) | 
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| 55 |     PRINT(3)(" |"); | 
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| 56 |   PRINT(3)(" | +-| (Event) Building Node Nr. %i Depth: %i/%i, pointer: %p\n", this->indexNode, treeDepth, maxDepth, this); | 
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| 57 |  | 
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| 58 |   for( int i = 0; i < this->treeDepth; ++i) | 
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| 59 |     PRINT(3)(" |"); | 
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| 60 |   PRINT(3)(" | +-| (II) Rectangle Center (%5.2f, %5.2f), half axis length: %5.2f\n", | 
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| 61 |   this->pDimension->getCenter().x, this->pDimension->getCenter().z, this->pDimension->getAxis()); | 
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| 62 |  | 
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| 63 |   this->init(); | 
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| 64 | } | 
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| 65 |  | 
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| 66 |  | 
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| 67 | /** | 
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| 68 |  *  standard constructor | 
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| 69 |  */ | 
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| 70 | QuadtreeNode::QuadtreeNode(const modelInfo* pModelInfo, Quadtree* quadtree, const int maxDepth) | 
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| 71 | { | 
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| 72 |   /* save all important variables localy */ | 
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| 73 |   this->pModelInfo = pModelInfo; | 
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| 74 |   this->quadtree = quadtree; | 
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| 75 |   this->maxDepth = maxDepth; | 
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| 76 |   this->treeDepth = 0; | 
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| 77 |   this->indexNode = 0; | 
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| 78 |  | 
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| 79 |   /* create an array of triangle references */ | 
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| 80 |   this->pTriangles = new sTriangleExt*[this->pModelInfo->numTriangles]; | 
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| 81 |   this->numTriangles = this->pModelInfo->numTriangles; | 
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| 82 |   this->pVertices = this->pModelInfo->pVertices; | 
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| 83 |   this->numVertices = this->pModelInfo->numVertices; | 
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| 84 |   for( int i = 0; i < this->pModelInfo->numTriangles; ++i) | 
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| 85 |     this->pTriangles[i] = &this->pModelInfo->pTriangles[i]; | 
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| 86 |  | 
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| 87 |   /* debug output */ | 
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| 88 |   for( int i = 0; i < this->treeDepth; ++i) | 
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| 89 |     PRINT(3)(" |"); | 
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| 90 |   PRINT(3)(" | +-| (Event) Building Node Nr. %i Depth: %i/%i, pointer: %p\n", this->indexNode, treeDepth, maxDepth, this); | 
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| 91 |  | 
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| 92 |   /* set some important variables */ | 
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| 93 |   this->pDimension = this->getDimFromModel(); | 
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| 94 |  | 
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| 95 |   this->init(); | 
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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 |  *  takes the rest of the initialisation process | 
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| 101 |  */ | 
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| 102 | void QuadtreeNode::init() | 
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| 103 | { | 
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| 104 |   this->setClassID(CL_QUADTREE_NODE, "QuadtreeNode"); | 
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| 105 |  | 
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| 106 |   /* init the rest of the variables for both init types */ | 
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| 107 |   this->offset = 0.0f; | 
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| 108 |   this->nodeIter = -1; | 
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| 109 |   this->bDraw = false; | 
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| 110 |  | 
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| 111 |   this->parent = NULL; | 
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| 112 |   this->nodeA = NULL; | 
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| 113 |   this->nodeB = NULL; | 
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| 114 |   this->nodeC = NULL; | 
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| 115 |   this->nodeD = NULL; | 
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| 116 |   this->nodes = new QuadtreeNode*[4]; | 
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| 117 |   for(int i = 0; i < 4; ++i) | 
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| 118 |     this->nodes[i] = NULL; | 
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| 119 |  | 
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| 120 |   /* now separate the nodes */ | 
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| 121 |   if( this->treeDepth < this->maxDepth) | 
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| 122 |     this->separateNode(); | 
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| 123 | } | 
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| 124 |  | 
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| 125 |  | 
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| 126 | /** | 
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| 127 |  *  standard deconstructor | 
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| 128 |  */ | 
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| 129 | QuadtreeNode::~QuadtreeNode () | 
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| 130 | { | 
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| 131 |   if( this->nodeA) | 
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| 132 |     delete this->nodeA; | 
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| 133 |   if( this->nodeB) | 
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| 134 |     delete this->nodeB; | 
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| 135 |   if( this->nodeC) | 
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| 136 |     delete this->nodeC; | 
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| 137 |   if( this->nodeD) | 
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| 138 |     delete this->nodeD; | 
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| 139 |  | 
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| 140 |   if( this->nodes) | 
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| 141 |     delete [] this->nodes; | 
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| 142 |  | 
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| 143 |   if( this->pTriangles) | 
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| 144 |     delete [] this->pTriangles; | 
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| 145 |  | 
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| 146 |   if( this->pDimension) | 
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| 147 |     delete this->pDimension; | 
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| 148 | } | 
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| 149 |  | 
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| 150 |  | 
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| 151 |  | 
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| 152 | /** | 
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| 153 |  *  this functions builds up a hash table containing all leafs of the Quadtree in a sorted array | 
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| 154 |  * @param nodeList the nodelist array to add them | 
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| 155 |  * @param index the current index in the array | 
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| 156 |  | 
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| 157 |   The algorithm used for this purpose is home-brown. its not to fast but and the nodes are not always in the right | 
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| 158 |   order. this is why there will be needed a quicksort later on. | 
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| 159 |  */ | 
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| 160 | void QuadtreeNode::buildHashTable(QuadtreeNode** nodeList, int* index) | 
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| 161 | { | 
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| 162 |   if( this->nodeIter == -1) | 
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| 163 |     this->nodeIter = *index; | 
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| 164 |  | 
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| 165 |   /*              offset              #of elements in a row            #of rows in a quadtree          */ | 
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| 166 |   int threshold = this->nodeIter + (int)pow(2, this->maxDepth) * (int)pow(2, maxDepth - treeDepth - 1); | 
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| 167 |   int loopLimit = (*index < threshold)?2:4; | 
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| 168 |  | 
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| 169 |   /* is it a leaf? */ | 
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| 170 |   if( this->treeDepth < this->maxDepth) | 
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| 171 |     for(int i = (*index < threshold)?0:2; i < loopLimit; ++i) | 
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| 172 |       this->nodes[i]->buildHashTable(nodeList, index); | 
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| 173 |   else | 
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| 174 |     nodeList[(*index)++] = this; | 
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| 175 | } | 
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| 176 |  | 
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| 177 |  | 
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| 178 |  | 
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| 179 | /** | 
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| 180 |  *  gives the signal to separate the model into a quadtree | 
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| 181 |  * @param treeDepth the max depth, the steps to go if treeDept == 0 leaf reached | 
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| 182 |  | 
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| 183 |  * @todo ATTENION: This function is currently not used and not implemented, but would be a nice addon | 
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| 184 |  */ | 
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| 185 | void QuadtreeNode::separateNode(float minLength) | 
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| 186 | { | 
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| 187 |   /* dimension calculation & limit checking */ | 
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| 188 |   if( minLength <= this->pDimension->getAxis()) | 
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| 189 |     return; | 
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| 190 |  | 
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| 191 |   /* node separation */ | 
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| 192 | //   this->separateNode(); | 
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| 193 | //   this->nodeA->separateNode(minLength); | 
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| 194 | //   this->nodeB->separateNode(minLength); | 
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| 195 | //   this->nodeC->separateNode(minLength); | 
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| 196 | //   this->nodeD->separateNode(minLength); | 
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| 197 | } | 
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| 198 |  | 
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| 199 |  | 
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| 200 | /** | 
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| 201 |  *  gives the signal to separate the model into a quadtree | 
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| 202 |  * @param treeDepth the max depth, the steps to go if treeDept == 0 leaf reached | 
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| 203 |  */ | 
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| 204 | void QuadtreeNode::separateNode() | 
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| 205 | { | 
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| 206 |   /* separate the four regions into the four lists */ | 
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| 207 |   tList<sTriangleExt*>*           listA = new tList<sTriangleExt*>();    //!< triangle list of nodeA | 
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| 208 |   tList<sTriangleExt*>*           listB = new tList<sTriangleExt*>();    //!< triangle list of nodeB | 
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| 209 |   tList<sTriangleExt*>*           listC = new tList<sTriangleExt*>();    //!< triangle list of nodeC | 
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| 210 |   tList<sTriangleExt*>*           listD = new tList<sTriangleExt*>();    //!< triangle list of nodeD | 
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| 211 |   const float*                    pVert;                                 //!< pointer to the vertices | 
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| 212 |   Vector                          rectCenter;                            //!< vector to the center of the rect | 
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| 213 |  | 
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| 214 |   rectCenter = this->pDimension->getCenter(); | 
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| 215 |   for( int i = 0; i < this->numTriangles; ++i) | 
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| 216 |   { | 
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| 217 |     for( int j = 0; j < 3; ++j) | 
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| 218 |     { | 
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| 219 |       pVert = &this->pVertices[this->pTriangles[i]->indexToVertices[j]]; | 
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| 220 |       if( pVert[0] > rectCenter.x + this->offset && pVert[2] > rectCenter.z + this->offset) | 
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| 221 |         listA->add(&this->pTriangles[i]); | 
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| 222 |       if( pVert[0] < rectCenter.x + this->offset && pVert[2] > rectCenter.z + this->offset) | 
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| 223 |         listB->add(&this->pTriangles[i]); | 
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| 224 |       if( pVert[0] < rectCenter.x + this->offset && pVert[2] < rectCenter.z + this->offset) | 
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| 225 |         listC->add(&this->pTriangles[i]); | 
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| 226 |       if( pVert[0] > rectCenter.x + this->offset && pVert[2] < rectCenter.z + this->offset) | 
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| 227 |         listD->add(&this->pTriangles[i]); | 
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| 228 |     } | 
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| 229 |   } | 
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| 230 |   for( int i = 0; i < treeDepth; ++i) | 
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| 231 |     PRINT(3)(" |"); | 
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| 232 |   PRINT(3)(" | +-| (II) Quadtree Counts - separating: A: %i, B: %i, C: %i, D: %i\n", listA->getSize(), listB->getSize(), listC->getSize(), listD->getSize()); | 
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| 233 |  | 
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| 234 |  | 
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| 235 |   /* Separating into to the triangle arrays */ | 
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| 236 |   sTriangleExt**                 pTriA;                                 //!< Triangle array A | 
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| 237 |   sTriangleExt**                 pTriB;                                 //!< Triangle array B | 
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| 238 |   sTriangleExt**                 pTriC;                                 //!< Triangle array C | 
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| 239 |   sTriangleExt**                 pTriD;                                 //!< Triangle array D | 
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| 240 |   int                            lenA;                                  //!< length array A | 
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| 241 |   int                            lenB;                                  //!< length array B | 
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| 242 |   int                            lenC;                                  //!< length array C | 
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| 243 |   int                            lenD;                                  //!< length array D | 
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| 244 |   tIterator<sTriangleExt*>*      iterator;                              //!< iterator for the list iterations | 
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| 245 |   sTriangleExt**                 tempTri;                               //!< temp save place for triangle pointer | 
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| 246 |   int                            counter;                               //!< counter for the while loops | 
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| 247 |  | 
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| 248 |   lenA = listA->getSize(); | 
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| 249 |   lenB = listB->getSize(); | 
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| 250 |   lenC = listC->getSize(); | 
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| 251 |   lenD = listD->getSize(); | 
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| 252 |  | 
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| 253 |   pTriA = new sTriangleExt*[lenA]; | 
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| 254 |   pTriB = new sTriangleExt*[lenB]; | 
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| 255 |   pTriC = new sTriangleExt*[lenC]; | 
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| 256 |   pTriD = new sTriangleExt*[lenD]; | 
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| 257 |  | 
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| 258 |   counter = 0; | 
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| 259 |   iterator = listA->getIterator(); | 
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| 260 |   tempTri = iterator->firstElement(); | 
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| 261 |   while( tempTri) | 
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| 262 |   { | 
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| 263 |     pTriA[counter] = *tempTri; | 
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| 264 |     tempTri = iterator->nextElement(); | 
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| 265 |     ++counter; | 
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| 266 |   } | 
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| 267 |   delete iterator; | 
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| 268 |  | 
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| 269 |   counter = 0; | 
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| 270 |   iterator = listB->getIterator(); | 
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| 271 |   tempTri = iterator->firstElement(); | 
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| 272 |   while( tempTri) | 
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| 273 |   { | 
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| 274 |     pTriB[counter] = *tempTri; | 
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| 275 |     tempTri = iterator->nextElement(); | 
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| 276 |     ++counter; | 
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| 277 |   } | 
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| 278 |   delete iterator; | 
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| 279 |  | 
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| 280 |   counter = 0; | 
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| 281 |   iterator = listC->getIterator(); | 
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| 282 |   tempTri = iterator->firstElement(); | 
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| 283 |   while( tempTri) | 
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| 284 |   { | 
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| 285 |     pTriC[counter] = *tempTri; | 
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| 286 |     tempTri = iterator->nextElement(); | 
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| 287 |     ++counter; | 
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| 288 |   } | 
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| 289 |   delete iterator; | 
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| 290 |  | 
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| 291 |   counter = 0; | 
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| 292 |   iterator = listD->getIterator(); | 
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| 293 |   tempTri = iterator->firstElement(); | 
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| 294 |   while( tempTri) | 
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| 295 |   { | 
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| 296 |     pTriD[counter] = *tempTri; | 
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| 297 |     tempTri = iterator->nextElement(); | 
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| 298 |     ++counter; | 
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| 299 |   } | 
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| 300 |   delete iterator; | 
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| 301 |  | 
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| 302 |   /* now do cleanup */ | 
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| 303 |   delete listA; | 
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| 304 |   delete listB; | 
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| 305 |   delete listC; | 
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| 306 |   delete listD; | 
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| 307 |  | 
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| 308 |  | 
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| 309 |   /* now create the rectangle dimensions */ | 
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| 310 |   Vector                     v;                                                             //!< temp saving place | 
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| 311 |   Rectangle*                 rA;                                                            //!< new size of the node A | 
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| 312 |   Rectangle*                 rB;                                                            //!< new size of the node B | 
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| 313 |   Rectangle*                 rC;                                                            //!< new size of the node C | 
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| 314 |   Rectangle*                 rD;                                                            //!< new size of the node D | 
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| 315 |  | 
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| 316 |  | 
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| 317 |   v.x = this->pDimension->getCenter().x + this->pDimension->getAxis() / 2.0f; | 
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| 318 |   v.y = 0.0; | 
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| 319 |   v.z = this->pDimension->getCenter().z + this->pDimension->getAxis() / 2.0f; | 
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| 320 |   rA = new Rectangle(v, this->pDimension->getAxis() / 2.0f); | 
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| 321 |  | 
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| 322 |   v.z = this->pDimension->getCenter().z - this->pDimension->getAxis() / 2.0f; | 
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| 323 |   rB = new Rectangle(v, this->pDimension->getAxis() / 2.0f); | 
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| 324 |  | 
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| 325 |   v.x = this->pDimension->getCenter().x - this->pDimension->getAxis() / 2.0f; | 
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| 326 |   rC = new Rectangle(v, this->pDimension->getAxis() / 2.0f); | 
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| 327 |  | 
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| 328 |   v.z = this->pDimension->getCenter().z + this->pDimension->getAxis() / 2.0f; | 
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| 329 |   rD = new Rectangle(v, this->pDimension->getAxis() / 2.0f); | 
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| 330 |  | 
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| 331 |  | 
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| 332 |   /* now create the new nodes  */ | 
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| 333 |   this->nodeA = new QuadtreeNode(pTriA, lenA, this->pVertices, this->numVertices, this->quadtree, this, rA, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 0); | 
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| 334 |   this->nodeB = new QuadtreeNode(pTriB, lenB, this->pVertices, this->numVertices, this->quadtree, this, rB, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 1); | 
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| 335 |   this->nodeC = new QuadtreeNode(pTriC, lenC, this->pVertices, this->numVertices, this->quadtree, this, rC, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 2); | 
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| 336 |   this->nodeD = new QuadtreeNode(pTriD, lenD, this->pVertices, this->numVertices, this->quadtree, this, rD, this->treeDepth + 1, this->maxDepth, (this->treeDepth + 1) * 10 + 3); | 
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| 337 |  | 
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| 338 |   /* map the array references, this is for faster and automatical interfacing  \todo: use only array */ | 
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| 339 |   this->nodes[0] = this->nodeA; | 
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| 340 |   this->nodes[1] = this->nodeB; | 
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| 341 |   this->nodes[2] = this->nodeC; | 
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| 342 |   this->nodes[3] = this->nodeD; | 
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| 343 | } | 
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| 344 |  | 
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| 345 |  | 
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| 346 | /** | 
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| 347 |  *  gets the maximal dimension of a model | 
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| 348 |  * @return the dimension of the Model as a Rectangle | 
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| 349 |  | 
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| 350 |    The rectangle is x-z axis aligned. ATTENTION: if there are any vertices in the model, that exceed the | 
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| 351 |    size of 999999.0, there probably will be some errors in the dimensions calculations. Write an email to | 
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| 352 |    patrick@orxonox.ethz.ch if you will ever encounter a model bigger than 999999.0 units, I will realy be | 
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| 353 |    happy to see orxonox used to extensivly :) | 
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| 354 |  */ | 
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| 355 | Rectangle* QuadtreeNode::getDimFromModel() | 
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| 356 | { | 
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| 357 |   float            maxX, maxY;                       //!< the maximal coordinates axis | 
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| 358 |   float            minX, minY;                       //!< minimal axis coorindates | 
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| 359 |   const float*     pVertices;                        //!< pointer to the current vertices | 
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| 360 |  | 
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| 361 |   maxX = -999999; maxY = -999999; | 
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| 362 |   minX =  999999; minY =  999999; | 
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| 363 |   /* get maximal/minimal x/y */ | 
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| 364 |   for( int i = 0; i < this->numTriangles; ++i) | 
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| 365 |   { | 
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| 366 |     for( int j = 0; j < 3; ++j) | 
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| 367 |     { | 
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| 368 |  | 
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| 369 |       pVertices = &this->pVertices[this->pTriangles[i]->indexToVertices[j]]; | 
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| 370 |       if( pVertices[0] > maxX) | 
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| 371 |         maxX = pVertices[0]; | 
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| 372 |       if( pVertices[2] > maxY) | 
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| 373 |         maxY = pVertices[2]; | 
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| 374 |  | 
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| 375 |       if( pVertices[0] < minX) | 
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| 376 |         minX = pVertices[0]; | 
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| 377 |       if( pVertices[2] < minY) | 
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| 378 |         minY = pVertices[2]; | 
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| 379 |     } | 
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| 380 |   } | 
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| 381 |  | 
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| 382 |   Rectangle* rect = new Rectangle(); | 
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| 383 |   rect->setCenter((maxX + minX) / 2.0f, 0.0f, (maxY + minY) / 2.0f); /* this is little strange, since y is in opengl the up vector */ | 
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| 384 |   rect->setAxis(fmax(((fabs(maxX) + fabs(minX)) / 2.0f), ((fabs(maxY) + fabs(minY)) / 2.0f))); | 
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| 385 |  | 
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| 386 |   for( int i = 0; i < this->treeDepth; ++i) | 
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| 387 |     PRINT(3)(" |"); | 
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| 388 |   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()); | 
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| 389 |   return rect; | 
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| 390 | } | 
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| 391 |  | 
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| 392 |  | 
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| 393 |  /** | 
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| 394 |  * checks if a point is included in this quadtree | 
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| 395 |  * @param v the vector to be checked | 
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| 396 |  * @returns true if the vector is included | 
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| 397 |   */ | 
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| 398 | bool QuadtreeNode::includesPoint(const Vector& v) const | 
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| 399 | { | 
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| 400 |   Vector center = this->pDimension->getCenter(); | 
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| 401 |   float ax = this->pDimension->getAxis(); | 
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| 402 |  | 
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| 403 |   if( v.x > center.x - ax && v.x < center.x + ax && | 
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| 404 |       v.z > center.z - ax && v.z < center.z + ax ) | 
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| 405 |     return true; | 
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| 406 |   return false; | 
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| 407 | } | 
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| 408 |  | 
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| 409 |  | 
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| 410 |  | 
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| 411 | float QuadtreeNode::getHeight(const Vector& position) const | 
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| 412 | { | 
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| 413 |   Vector a, b, c; | 
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| 414 |   sTriangleExt* tri; | 
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| 415 |  | 
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| 416 |   for( int i = 0; i < this->numTriangles; ++i) | 
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| 417 |   { | 
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| 418 |     a = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[0]]; | 
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| 419 |     b = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[1]]; | 
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| 420 |     c = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[2]]; | 
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| 421 |  | 
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| 422 |     if( unlikely(this->pointInTriangle(position, a, b, c))) | 
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| 423 |     { | 
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| 424 |       tri = this->pTriangles[i]; | 
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| 425 |       break; | 
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| 426 |     } | 
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| 427 |   } | 
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| 428 |  | 
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| 429 |   /* calculate height out of the data collected above */ | 
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| 430 |  | 
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| 431 | } | 
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| 432 |  | 
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| 433 |  | 
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| 434 | /** | 
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| 435 |  *  get triangles that includes the position | 
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| 436 |  * @param position the position that is going to be checked | 
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| 437 |  * @returns the triangle in which the position is included, NULL if there is no such triangle | 
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| 438 |  | 
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| 439 |  There is some random behaviour if there are more than one triangle at the same y | 
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| 440 |  coordinate. At the moment the function just takes the first triangle, that included the | 
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| 441 |  vector | 
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| 442 |  */ | 
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| 443 | sTriangleExt* QuadtreeNode::getTriangle(const Vector& position) const | 
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| 444 | { | 
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| 445 |   Vector a, b, c; | 
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| 446 |   PRINTF(0)("Get Triangle, %i\n", this->numTriangles); | 
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| 447 |  | 
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| 448 |   for( int i = 0; i < numTriangles; ++i) | 
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| 449 |     { | 
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| 450 |  | 
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| 451 |       a = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[0]]; | 
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| 452 |       b = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[1]]; | 
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| 453 |       c = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[2]]; | 
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| 454 |  | 
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| 455 |       if( unlikely(this->pointInTriangle(position, a, b, c))) | 
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| 456 |         return this->pTriangles[i]; | 
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| 457 |  | 
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| 458 |     } | 
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| 459 |   return NULL; | 
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| 460 | } | 
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| 461 |  | 
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| 462 |  | 
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| 463 | /** | 
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| 464 |  *  checks if the point is in the triangle | 
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| 465 |  * @param point to be checked | 
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| 466 |  * @param rectangle edge a | 
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| 467 |  * @param rectangle edge b | 
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| 468 |  * @param rectangle edge c | 
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| 469 |  * @returns true if the point is inside | 
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| 470 |  */ | 
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| 471 | bool QuadtreeNode::pointInTriangle(const Vector&p, const Vector& a, const Vector& b, const Vector& c) const | 
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| 472 | { | 
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| 473 |  | 
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| 474 |   PRINTF(0)("p: (%f, %f, %f)\n", p.x, p.y, p.z); | 
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| 475 |   PRINTF(0)("a: (%f, %f, %f)\n", a.x, a.y, a.z); | 
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| 476 |   PRINTF(0)("b: (%f, %f, %f)\n", b.x, b.y, b.z); | 
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| 477 |   PRINTF(0)("c: (%f, %f, %f)\n", c.x, c.y, c.z); | 
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| 478 |  | 
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| 479 |   if( this->sameSide(p, a, b, c) && this->sameSide(p, b, a, c) && sameSide(p, c, a, b)) | 
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| 480 |     return true; | 
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| 481 |   return false; | 
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| 482 | } | 
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| 483 |  | 
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| 484 |  | 
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| 485 | /** | 
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| 486 |  *  checks if two points are on the same side | 
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| 487 |  * @param point one to be checked | 
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| 488 |  * @param point two to be checked | 
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| 489 |  * @param begining point of the line | 
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| 490 |  * @param end of the line | 
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| 491 |  */ | 
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| 492 | bool QuadtreeNode::sameSide(const Vector& p1, const Vector&p2, const Vector& a, const Vector& b) const | 
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| 493 | { | 
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| 494 |   Vector cp1 = (b - a).cross(p1 - a); | 
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| 495 |   Vector cp2 = (b - a).cross(p2 - a); | 
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| 496 |  | 
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| 497 |   if( unlikely(cp1.dot(cp2) >= 0)) return true; | 
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| 498 |   return false; | 
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| 499 | } | 
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| 500 |  | 
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| 501 |  | 
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| 502 | /** | 
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| 503 |  *  draws all the debug quadtree squares | 
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| 504 |  */ | 
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| 505 | void QuadtreeNode::drawTree() const | 
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| 506 | { | 
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| 507 |   if( this->treeDepth == this->maxDepth) | 
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| 508 |   { | 
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| 509 |     Vector t1 = this->pDimension->getCenter(); | 
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| 510 |     float ax = this->pDimension->getAxis(); | 
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| 511 |     float h = 50.0f; | 
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| 512 |  | 
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| 513 |     this->quadtree->getMaterial(this->indexNode)->select(); | 
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| 514 |     glBegin(GL_QUADS); | 
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| 515 |     glVertex3f(t1.x + ax, h - this->treeDepth * 10.0f, t1.z + ax); | 
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| 516 |     glVertex3f(t1.x - ax, h - this->treeDepth * 10.0f, t1.z + ax); | 
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| 517 |     glVertex3f(t1.x - ax, h - this->treeDepth * 10.0f, t1.z - ax); | 
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| 518 |     glVertex3f(t1.x + ax, h - this->treeDepth * 10.0f, t1.z - ax); | 
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| 519 |     glEnd(); | 
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| 520 |   } | 
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| 521 |  | 
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| 522 |  | 
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| 523 |   if( this->nodeA != NULL) | 
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| 524 |     this->nodeA->drawTree(); | 
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| 525 |   if( this->nodeB != NULL) | 
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| 526 |     this->nodeB->drawTree(); | 
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| 527 |   if( this->nodeC != NULL) | 
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| 528 |     this->nodeC->drawTree(); | 
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| 529 |   if( this->nodeD != NULL) | 
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| 530 |     this->nodeD->drawTree(); | 
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| 531 | } | 
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| 532 |  | 
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| 533 |  | 
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| 534 | /** | 
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| 535 |  *  draws only this quadtree square | 
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| 536 |  */ | 
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| 537 | void QuadtreeNode::draw() const | 
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| 538 | { | 
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| 539 |   if( likely(!this->bDraw)) | 
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| 540 |     return; | 
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| 541 |  | 
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| 542 |   Vector t1 = this->pDimension->getCenter(); | 
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| 543 |   float ax = this->pDimension->getAxis(); | 
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| 544 |   float h = 70.0f; | 
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| 545 |  | 
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| 546 |   glBegin(GL_QUADS); | 
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| 547 |   this->quadtree->getMaterial(this->indexNode)->select(); | 
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| 548 |  | 
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| 549 |   glVertex3f(t1.x + ax, h, t1.z + ax); | 
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| 550 |   glVertex3f(t1.x - ax, h, t1.z + ax); | 
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| 551 |   glVertex3f(t1.x - ax, h, t1.z - ax); | 
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| 552 |   glVertex3f(t1.x + ax, h, t1.z - ax); | 
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| 553 |  | 
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| 554 |   glEnd(); | 
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| 555 | } | 
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