| 1 | /*! |
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| 2 | * @file spatial_separation.h Definition of the generic spatial separation process of model data |
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| 3 | */ |
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| 4 | |
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| 5 | #ifndef _SPATIAL_SEPARATION_H |
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| 6 | #define _SPATIAL_SEPARATION_H |
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| 7 | |
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| 8 | #include "base_object.h" |
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| 9 | |
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| 10 | |
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| 11 | class Model; |
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| 12 | class Quadtree; |
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| 13 | |
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| 14 | |
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| 15 | #define SEC_OFFSET 1.0 //!< the offset added to the overlapSize to ensure that there are no problems in |
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| 16 | |
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| 17 | |
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| 18 | |
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| 19 | //! A class for spatial separation of vertices based arrays |
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| 20 | class SpatialSeparation : public BaseObject { |
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| 21 | |
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| 22 | public: |
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| 23 | SpatialSeparation(Model* model, float overlapSize); |
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| 24 | SpatialSeparation(Model* model, Model* playerModel); |
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| 25 | virtual ~SpatialSeparation(); |
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| 26 | |
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| 27 | void setTreeDepth(int depth) { this->treeDepth = depth; } |
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| 28 | void setMinLength(int minLength) { this->minLength = minLength; } |
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| 29 | |
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| 30 | Quadtree* createQuadtree(Model* model, float minLength); |
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| 31 | Quadtree* createQuadtree(Model* model, int treeDepth); |
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| 32 | Quadtree* createQuadtree(Model* model); |
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| 33 | |
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| 34 | inline Quadtree* getQuadtree() { return this->quadtree; } |
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| 35 | |
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| 36 | void drawQuadtree(); |
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| 37 | |
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| 38 | private: |
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| 39 | void separateZone(); |
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| 40 | |
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| 41 | |
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| 42 | private: |
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| 43 | Model* model; //!< the reference to the model that has to be handled |
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| 44 | Quadtree* quadtree; //!< the reference to the created quadtree |
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| 45 | |
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| 46 | Model* playerModel; //!< referece to the player model, if needed for overlap calculations |
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| 47 | float overlapSize; //!< the size of overlaping |
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| 48 | |
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| 49 | int treeDepth; //!< depth of the quadtree |
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| 50 | float minLength; //!< min length of a quadtree node |
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| 51 | }; |
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| 52 | |
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| 53 | #endif /* _SPATIAL_SEPARATION_H */ |
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