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 "glincl.h" |
---|
21 | #include "quadtree.h" |
---|
22 | #include "material.h" |
---|
23 | #include "model.h" |
---|
24 | #include "debug.h" |
---|
25 | |
---|
26 | #include "util/list.h" |
---|
27 | |
---|
28 | using namespace std; |
---|
29 | |
---|
30 | |
---|
31 | /** |
---|
32 | * standard constructor |
---|
33 | */ |
---|
34 | QuadtreeNode::QuadtreeNode (sTriangleExt** triangles, int numTriangles, |
---|
35 | const float* pVertices, int numVertices, |
---|
36 | Quadtree* quadtree, QuadtreeNode* parent, |
---|
37 | Rectangle* rect, int treeDepth, const int maxDepth, int index |
---|
38 | ) |
---|
39 | { |
---|
40 | /* save all important variables localy */ |
---|
41 | this->numTriangles = numTriangles; |
---|
42 | this->pTriangles = triangles; |
---|
43 | this->numVertices = numVertices; |
---|
44 | this->pVertices = pVertices; |
---|
45 | |
---|
46 | this->quadtree = quadtree; |
---|
47 | this->parent = parent; |
---|
48 | this->pDimension = rect; |
---|
49 | this->treeDepth = treeDepth; |
---|
50 | this->maxDepth = maxDepth; |
---|
51 | this->indexNode = index; |
---|
52 | |
---|
53 | /* debug output */ |
---|
54 | for( int i = 0; i < this->treeDepth; ++i) |
---|
55 | PRINT(3)(" |"); |
---|
56 | PRINT(3)(" | +-| (Event) Building Node Nr. %i Depth: %i/%i, pointer: %p\n", this->indexNode, treeDepth, maxDepth, this); |
---|
57 | |
---|
58 | for( int i = 0; i < this->treeDepth; ++i) |
---|
59 | PRINT(3)(" |"); |
---|
60 | PRINT(3)(" | +-| (II) Rectangle Center (%5.2f, %5.2f), half axis length: %5.2f\n", |
---|
61 | this->pDimension->getCenter().x, this->pDimension->getCenter().z, this->pDimension->getAxis()); |
---|
62 | |
---|
63 | this->init(); |
---|
64 | } |
---|
65 | |
---|
66 | |
---|
67 | /** |
---|
68 | * standard constructor |
---|
69 | */ |
---|
70 | QuadtreeNode::QuadtreeNode(const modelInfo* pModelInfo, Quadtree* quadtree, const int maxDepth) |
---|
71 | { |
---|
72 | /* save all important variables localy */ |
---|
73 | this->pModelInfo = pModelInfo; |
---|
74 | this->quadtree = quadtree; |
---|
75 | this->maxDepth = maxDepth; |
---|
76 | this->treeDepth = 0; |
---|
77 | this->indexNode = 0; |
---|
78 | |
---|
79 | /* create an array of triangle references */ |
---|
80 | this->pTriangles = new sTriangleExt*[this->pModelInfo->numTriangles]; |
---|
81 | this->numTriangles = this->pModelInfo->numTriangles; |
---|
82 | this->pVertices = this->pModelInfo->pVertices; |
---|
83 | this->numVertices = this->pModelInfo->numVertices; |
---|
84 | for( int i = 0; i < this->pModelInfo->numTriangles; ++i) |
---|
85 | this->pTriangles[i] = &this->pModelInfo->pTriangles[i]; |
---|
86 | |
---|
87 | /* debug output */ |
---|
88 | for( int i = 0; i < this->treeDepth; ++i) |
---|
89 | PRINT(3)(" |"); |
---|
90 | PRINT(3)(" | +-| (Event) Building Node Nr. %i Depth: %i/%i, pointer: %p\n", this->indexNode, treeDepth, maxDepth, this); |
---|
91 | |
---|
92 | /* set some important variables */ |
---|
93 | this->pDimension = this->getDimFromModel(); |
---|
94 | |
---|
95 | this->init(); |
---|
96 | } |
---|
97 | |
---|
98 | |
---|
99 | /** |
---|
100 | * takes the rest of the initialisation process |
---|
101 | */ |
---|
102 | void QuadtreeNode::init() |
---|
103 | { |
---|
104 | this->setClassID(CL_QUADTREE_NODE, "QuadtreeNode"); |
---|
105 | |
---|
106 | /* init the rest of the variables for both init types */ |
---|
107 | this->offset = 0.0f; |
---|
108 | this->nodeIter = -1; |
---|
109 | this->bDraw = false; |
---|
110 | |
---|
111 | this->parent = NULL; |
---|
112 | this->nodeA = NULL; |
---|
113 | this->nodeB = NULL; |
---|
114 | this->nodeC = NULL; |
---|
115 | this->nodeD = NULL; |
---|
116 | this->nodes = new QuadtreeNode*[4]; |
---|
117 | for(int i = 0; i < 4; ++i) |
---|
118 | this->nodes[i] = NULL; |
---|
119 | |
---|
120 | /* now separate the nodes */ |
---|
121 | if( this->treeDepth < this->maxDepth) |
---|
122 | this->separateNode(); |
---|
123 | } |
---|
124 | |
---|
125 | |
---|
126 | /** |
---|
127 | * standard deconstructor |
---|
128 | */ |
---|
129 | QuadtreeNode::~QuadtreeNode () |
---|
130 | { |
---|
131 | if( this->nodeA) |
---|
132 | delete this->nodeA; |
---|
133 | if( this->nodeB) |
---|
134 | delete this->nodeB; |
---|
135 | if( this->nodeC) |
---|
136 | delete this->nodeC; |
---|
137 | if( this->nodeD) |
---|
138 | delete this->nodeD; |
---|
139 | |
---|
140 | if( this->nodes) |
---|
141 | delete [] this->nodes; |
---|
142 | |
---|
143 | if( this->pTriangles) |
---|
144 | delete [] this->pTriangles; |
---|
145 | |
---|
146 | if( this->pDimension) |
---|
147 | delete this->pDimension; |
---|
148 | } |
---|
149 | |
---|
150 | |
---|
151 | |
---|
152 | /** |
---|
153 | * this functions builds up a hash table containing all leafs of the Quadtree in a sorted array |
---|
154 | * @param nodeList the nodelist array to add them |
---|
155 | * @param index the current index in the array |
---|
156 | |
---|
157 | The algorithm used for this purpose is home-brown. its not to fast but and the nodes are not always in the right |
---|
158 | order. this is why there will be needed a quicksort later on. |
---|
159 | */ |
---|
160 | void QuadtreeNode::buildHashTable(QuadtreeNode** nodeList, int* index) |
---|
161 | { |
---|
162 | if( this->nodeIter == -1) |
---|
163 | this->nodeIter = *index; |
---|
164 | |
---|
165 | /* offset #of elements in a row #of rows in a quadtree */ |
---|
166 | int threshold = this->nodeIter + (int)pow(2, this->maxDepth) * (int)pow(2, maxDepth - treeDepth - 1); |
---|
167 | int loopLimit = (*index < threshold)?2:4; |
---|
168 | |
---|
169 | /* is it a leaf? */ |
---|
170 | if( this->treeDepth < this->maxDepth) |
---|
171 | for(int i = (*index < threshold)?0:2; i < loopLimit; ++i) |
---|
172 | this->nodes[i]->buildHashTable(nodeList, index); |
---|
173 | else |
---|
174 | nodeList[(*index)++] = this; |
---|
175 | } |
---|
176 | |
---|
177 | |
---|
178 | |
---|
179 | /** |
---|
180 | * gives the signal to separate the model into a quadtree |
---|
181 | * @param treeDepth the max depth, the steps to go if treeDept == 0 leaf reached |
---|
182 | |
---|
183 | * @todo ATTENION: This function is currently not used and not implemented, but would be a nice addon |
---|
184 | */ |
---|
185 | void QuadtreeNode::separateNode(float minLength) |
---|
186 | { |
---|
187 | /* dimension calculation & limit checking */ |
---|
188 | if( minLength <= this->pDimension->getAxis()) |
---|
189 | return; |
---|
190 | |
---|
191 | /* node separation */ |
---|
192 | // this->separateNode(); |
---|
193 | // this->nodeA->separateNode(minLength); |
---|
194 | // this->nodeB->separateNode(minLength); |
---|
195 | // this->nodeC->separateNode(minLength); |
---|
196 | // this->nodeD->separateNode(minLength); |
---|
197 | } |
---|
198 | |
---|
199 | |
---|
200 | /** |
---|
201 | * gives the signal to separate the model into a quadtree |
---|
202 | * @param treeDepth the max depth, the steps to go if treeDept == 0 leaf reached |
---|
203 | */ |
---|
204 | void QuadtreeNode::separateNode() |
---|
205 | { |
---|
206 | /* separate the four regions into the four lists */ |
---|
207 | tList<sTriangleExt*>* listA = new tList<sTriangleExt*>(); //!< triangle list of nodeA |
---|
208 | tList<sTriangleExt*>* listB = new tList<sTriangleExt*>(); //!< triangle list of nodeB |
---|
209 | tList<sTriangleExt*>* listC = new tList<sTriangleExt*>(); //!< triangle list of nodeC |
---|
210 | tList<sTriangleExt*>* listD = new tList<sTriangleExt*>(); //!< triangle list of nodeD |
---|
211 | const float* pVert; //!< pointer to the vertices |
---|
212 | Vector rectCenter; //!< vector to the center of the rect |
---|
213 | |
---|
214 | rectCenter = this->pDimension->getCenter(); |
---|
215 | for( int i = 0; i < this->numTriangles; ++i) |
---|
216 | { |
---|
217 | for( int j = 0; j < 3; ++j) |
---|
218 | { |
---|
219 | pVert = &this->pVertices[this->pTriangles[i]->indexToVertices[j]]; |
---|
220 | if( pVert[0] > rectCenter.x + this->offset && pVert[2] > rectCenter.z + this->offset) |
---|
221 | listA->add(&this->pTriangles[i]); |
---|
222 | if( pVert[0] < rectCenter.x + this->offset && pVert[2] > rectCenter.z + this->offset) |
---|
223 | listB->add(&this->pTriangles[i]); |
---|
224 | if( pVert[0] < rectCenter.x + this->offset && pVert[2] < rectCenter.z + this->offset) |
---|
225 | listC->add(&this->pTriangles[i]); |
---|
226 | if( pVert[0] > rectCenter.x + this->offset && pVert[2] < rectCenter.z + this->offset) |
---|
227 | listD->add(&this->pTriangles[i]); |
---|
228 | } |
---|
229 | } |
---|
230 | for( int i = 0; i < treeDepth; ++i) |
---|
231 | PRINT(3)(" |"); |
---|
232 | PRINT(3)(" | +-| (II) Quadtree Counts - separating: A: %i, B: %i, C: %i, D: %i\n", listA->getSize(), listB->getSize(), listC->getSize(), listD->getSize()); |
---|
233 | |
---|
234 | |
---|
235 | /* Separating into to the triangle arrays */ |
---|
236 | sTriangleExt** pTriA; //!< Triangle array A |
---|
237 | sTriangleExt** pTriB; //!< Triangle array B |
---|
238 | sTriangleExt** pTriC; //!< Triangle array C |
---|
239 | sTriangleExt** pTriD; //!< Triangle array D |
---|
240 | int lenA; //!< length array A |
---|
241 | int lenB; //!< length array B |
---|
242 | int lenC; //!< length array C |
---|
243 | int lenD; //!< length array D |
---|
244 | tIterator<sTriangleExt*>* iterator; //!< iterator for the list iterations |
---|
245 | sTriangleExt** tempTri; //!< temp save place for triangle pointer |
---|
246 | int counter; //!< counter for the while loops |
---|
247 | |
---|
248 | lenA = listA->getSize(); |
---|
249 | lenB = listB->getSize(); |
---|
250 | lenC = listC->getSize(); |
---|
251 | lenD = listD->getSize(); |
---|
252 | |
---|
253 | pTriA = new sTriangleExt*[lenA]; |
---|
254 | pTriB = new sTriangleExt*[lenB]; |
---|
255 | pTriC = new sTriangleExt*[lenC]; |
---|
256 | pTriD = new sTriangleExt*[lenD]; |
---|
257 | |
---|
258 | counter = 0; |
---|
259 | iterator = listA->getIterator(); |
---|
260 | tempTri = iterator->firstElement(); |
---|
261 | while( tempTri) |
---|
262 | { |
---|
263 | pTriA[counter] = *tempTri; |
---|
264 | tempTri = iterator->nextElement(); |
---|
265 | ++counter; |
---|
266 | } |
---|
267 | delete iterator; |
---|
268 | |
---|
269 | counter = 0; |
---|
270 | iterator = listB->getIterator(); |
---|
271 | tempTri = iterator->firstElement(); |
---|
272 | while( tempTri) |
---|
273 | { |
---|
274 | pTriB[counter] = *tempTri; |
---|
275 | tempTri = iterator->nextElement(); |
---|
276 | ++counter; |
---|
277 | } |
---|
278 | delete iterator; |
---|
279 | |
---|
280 | counter = 0; |
---|
281 | iterator = listC->getIterator(); |
---|
282 | tempTri = iterator->firstElement(); |
---|
283 | while( tempTri) |
---|
284 | { |
---|
285 | pTriC[counter] = *tempTri; |
---|
286 | tempTri = iterator->nextElement(); |
---|
287 | ++counter; |
---|
288 | } |
---|
289 | delete iterator; |
---|
290 | |
---|
291 | counter = 0; |
---|
292 | iterator = listD->getIterator(); |
---|
293 | tempTri = iterator->firstElement(); |
---|
294 | while( tempTri) |
---|
295 | { |
---|
296 | pTriD[counter] = *tempTri; |
---|
297 | tempTri = iterator->nextElement(); |
---|
298 | ++counter; |
---|
299 | } |
---|
300 | delete iterator; |
---|
301 | |
---|
302 | /* now do cleanup */ |
---|
303 | delete listA; |
---|
304 | delete listB; |
---|
305 | delete listC; |
---|
306 | delete listD; |
---|
307 | |
---|
308 | |
---|
309 | /* now create the rectangle dimensions */ |
---|
310 | Vector v; //!< temp saving place |
---|
311 | Rectangle* rA; //!< new size of the node A |
---|
312 | Rectangle* rB; //!< new size of the node B |
---|
313 | Rectangle* rC; //!< new size of the node C |
---|
314 | Rectangle* rD; //!< new size of the node D |
---|
315 | |
---|
316 | |
---|
317 | v.x = this->pDimension->getCenter().x + this->pDimension->getAxis() / 2.0f; |
---|
318 | v.y = 0.0; |
---|
319 | v.z = this->pDimension->getCenter().z + this->pDimension->getAxis() / 2.0f; |
---|
320 | rA = new Rectangle(v, this->pDimension->getAxis() / 2.0f); |
---|
321 | |
---|
322 | v.z = this->pDimension->getCenter().z - this->pDimension->getAxis() / 2.0f; |
---|
323 | rB = new Rectangle(v, this->pDimension->getAxis() / 2.0f); |
---|
324 | |
---|
325 | v.x = this->pDimension->getCenter().x - this->pDimension->getAxis() / 2.0f; |
---|
326 | rC = new Rectangle(v, this->pDimension->getAxis() / 2.0f); |
---|
327 | |
---|
328 | v.z = this->pDimension->getCenter().z + this->pDimension->getAxis() / 2.0f; |
---|
329 | rD = new Rectangle(v, this->pDimension->getAxis() / 2.0f); |
---|
330 | |
---|
331 | |
---|
332 | /* now create the new nodes */ |
---|
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); |
---|
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); |
---|
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); |
---|
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); |
---|
337 | |
---|
338 | /* map the array references, this is for faster and automatical interfacing \todo: use only array */ |
---|
339 | this->nodes[0] = this->nodeA; |
---|
340 | this->nodes[1] = this->nodeB; |
---|
341 | this->nodes[2] = this->nodeC; |
---|
342 | this->nodes[3] = this->nodeD; |
---|
343 | } |
---|
344 | |
---|
345 | |
---|
346 | /** |
---|
347 | * gets the maximal dimension of a model |
---|
348 | * @return the dimension of the Model as a Rectangle |
---|
349 | |
---|
350 | The rectangle is x-z axis aligned. ATTENTION: if there are any vertices in the model, that exceed the |
---|
351 | size of 999999.0, there probably will be some errors in the dimensions calculations. Write an email to |
---|
352 | patrick@orxonox.ethz.ch if you will ever encounter a model bigger than 999999.0 units, I will realy be |
---|
353 | happy to see orxonox used to extensivly :) |
---|
354 | */ |
---|
355 | Rectangle* QuadtreeNode::getDimFromModel() |
---|
356 | { |
---|
357 | float maxX, maxY; //!< the maximal coordinates axis |
---|
358 | float minX, minY; //!< minimal axis coorindates |
---|
359 | const float* pVertices; //!< pointer to the current vertices |
---|
360 | |
---|
361 | maxX = -999999; maxY = -999999; |
---|
362 | minX = 999999; minY = 999999; |
---|
363 | /* get maximal/minimal x/y */ |
---|
364 | for( int i = 0; i < this->numTriangles; ++i) |
---|
365 | { |
---|
366 | for( int j = 0; j < 3; ++j) |
---|
367 | { |
---|
368 | |
---|
369 | pVertices = &this->pVertices[this->pTriangles[i]->indexToVertices[j]]; |
---|
370 | if( pVertices[0] > maxX) |
---|
371 | maxX = pVertices[0]; |
---|
372 | if( pVertices[2] > maxY) |
---|
373 | maxY = pVertices[2]; |
---|
374 | |
---|
375 | if( pVertices[0] < minX) |
---|
376 | minX = pVertices[0]; |
---|
377 | if( pVertices[2] < minY) |
---|
378 | minY = pVertices[2]; |
---|
379 | } |
---|
380 | } |
---|
381 | |
---|
382 | Rectangle* rect = new Rectangle(); |
---|
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 */ |
---|
384 | rect->setAxis(fmax(((fabs(maxX) + fabs(minX)) / 2.0f), ((fabs(maxY) + fabs(minY)) / 2.0f))); |
---|
385 | |
---|
386 | for( int i = 0; i < this->treeDepth; ++i) |
---|
387 | PRINT(3)(" |"); |
---|
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()); |
---|
389 | return rect; |
---|
390 | } |
---|
391 | |
---|
392 | |
---|
393 | /** |
---|
394 | * checks if a point is included in this quadtree |
---|
395 | * @param v the vector to be checked |
---|
396 | * @returns true if the vector is included |
---|
397 | */ |
---|
398 | bool QuadtreeNode::includesPoint(const Vector& v) const |
---|
399 | { |
---|
400 | Vector center = this->pDimension->getCenter(); |
---|
401 | float ax = this->pDimension->getAxis(); |
---|
402 | |
---|
403 | if( v.x > center.x - ax && v.x < center.x + ax && |
---|
404 | v.z > center.z - ax && v.z < center.z + ax ) |
---|
405 | return true; |
---|
406 | return false; |
---|
407 | } |
---|
408 | |
---|
409 | |
---|
410 | |
---|
411 | float QuadtreeNode::getHeight(const Vector& position) const |
---|
412 | { |
---|
413 | Vector a, b, c; |
---|
414 | sTriangleExt* tri; |
---|
415 | |
---|
416 | for( int i = 0; i < this->numTriangles; ++i) |
---|
417 | { |
---|
418 | a = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[0]]; |
---|
419 | b = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[1]]; |
---|
420 | c = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[2]]; |
---|
421 | |
---|
422 | if( unlikely(this->pointInTriangle(position, a, b, c))) |
---|
423 | { |
---|
424 | tri = this->pTriangles[i]; |
---|
425 | break; |
---|
426 | } |
---|
427 | } |
---|
428 | |
---|
429 | /* calculate height out of the data collected above */ |
---|
430 | |
---|
431 | } |
---|
432 | |
---|
433 | |
---|
434 | /** |
---|
435 | * get triangles that includes the position |
---|
436 | * @param position the position that is going to be checked |
---|
437 | * @returns the triangle in which the position is included, NULL if there is no such triangle |
---|
438 | |
---|
439 | There is some random behaviour if there are more than one triangle at the same y |
---|
440 | coordinate. At the moment the function just takes the first triangle, that included the |
---|
441 | vector |
---|
442 | */ |
---|
443 | sTriangleExt* QuadtreeNode::getTriangle(const Vector& position) const |
---|
444 | { |
---|
445 | Vector a, b, c; |
---|
446 | PRINTF(0)("Get Triangle, %i\n", this->numTriangles); |
---|
447 | |
---|
448 | for( int i = 0; i < numTriangles; ++i) |
---|
449 | { |
---|
450 | |
---|
451 | a = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[0]]; |
---|
452 | b = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[1]]; |
---|
453 | c = *(sVec3D*)&this->pVertices[this->pTriangles[i]->indexToVertices[2]]; |
---|
454 | |
---|
455 | if( unlikely(this->pointInTriangle(position, a, b, c))) |
---|
456 | return this->pTriangles[i]; |
---|
457 | |
---|
458 | } |
---|
459 | return NULL; |
---|
460 | } |
---|
461 | |
---|
462 | |
---|
463 | /** |
---|
464 | * checks if the point is in the triangle |
---|
465 | * @param point to be checked |
---|
466 | * @param rectangle edge a |
---|
467 | * @param rectangle edge b |
---|
468 | * @param rectangle edge c |
---|
469 | * @returns true if the point is inside |
---|
470 | */ |
---|
471 | bool QuadtreeNode::pointInTriangle(const Vector&p, const Vector& a, const Vector& b, const Vector& c) const |
---|
472 | { |
---|
473 | |
---|
474 | PRINTF(0)("p: (%f, %f, %f)\n", p.x, p.y, p.z); |
---|
475 | PRINTF(0)("a: (%f, %f, %f)\n", a.x, a.y, a.z); |
---|
476 | PRINTF(0)("b: (%f, %f, %f)\n", b.x, b.y, b.z); |
---|
477 | PRINTF(0)("c: (%f, %f, %f)\n", c.x, c.y, c.z); |
---|
478 | |
---|
479 | if( this->sameSide(p, a, b, c) && this->sameSide(p, b, a, c) && sameSide(p, c, a, b)) |
---|
480 | return true; |
---|
481 | return false; |
---|
482 | } |
---|
483 | |
---|
484 | |
---|
485 | /** |
---|
486 | * checks if two points are on the same side |
---|
487 | * @param point one to be checked |
---|
488 | * @param point two to be checked |
---|
489 | * @param begining point of the line |
---|
490 | * @param end of the line |
---|
491 | */ |
---|
492 | bool QuadtreeNode::sameSide(const Vector& p1, const Vector&p2, const Vector& a, const Vector& b) const |
---|
493 | { |
---|
494 | Vector cp1 = (b - a).cross(p1 - a); |
---|
495 | Vector cp2 = (b - a).cross(p2 - a); |
---|
496 | |
---|
497 | if( unlikely(cp1.dot(cp2) >= 0)) return true; |
---|
498 | return false; |
---|
499 | } |
---|
500 | |
---|
501 | |
---|
502 | /** |
---|
503 | * draws all the debug quadtree squares |
---|
504 | */ |
---|
505 | void QuadtreeNode::drawTree() const |
---|
506 | { |
---|
507 | if( this->treeDepth == this->maxDepth) |
---|
508 | { |
---|
509 | Vector t1 = this->pDimension->getCenter(); |
---|
510 | float ax = this->pDimension->getAxis(); |
---|
511 | float h = 50.0f; |
---|
512 | |
---|
513 | this->quadtree->getMaterial(this->indexNode)->select(); |
---|
514 | glBegin(GL_QUADS); |
---|
515 | glVertex3f(t1.x + ax, h - this->treeDepth * 10.0f, t1.z + ax); |
---|
516 | glVertex3f(t1.x - ax, h - this->treeDepth * 10.0f, t1.z + ax); |
---|
517 | glVertex3f(t1.x - ax, h - this->treeDepth * 10.0f, t1.z - ax); |
---|
518 | glVertex3f(t1.x + ax, h - this->treeDepth * 10.0f, t1.z - ax); |
---|
519 | glEnd(); |
---|
520 | } |
---|
521 | |
---|
522 | |
---|
523 | if( this->nodeA != NULL) |
---|
524 | this->nodeA->drawTree(); |
---|
525 | if( this->nodeB != NULL) |
---|
526 | this->nodeB->drawTree(); |
---|
527 | if( this->nodeC != NULL) |
---|
528 | this->nodeC->drawTree(); |
---|
529 | if( this->nodeD != NULL) |
---|
530 | this->nodeD->drawTree(); |
---|
531 | } |
---|
532 | |
---|
533 | |
---|
534 | /** |
---|
535 | * draws only this quadtree square |
---|
536 | */ |
---|
537 | void QuadtreeNode::draw() const |
---|
538 | { |
---|
539 | if( likely(!this->bDraw)) |
---|
540 | return; |
---|
541 | |
---|
542 | Vector t1 = this->pDimension->getCenter(); |
---|
543 | float ax = this->pDimension->getAxis(); |
---|
544 | float h = 70.0f; |
---|
545 | |
---|
546 | glBegin(GL_QUADS); |
---|
547 | this->quadtree->getMaterial(this->indexNode)->select(); |
---|
548 | |
---|
549 | glVertex3f(t1.x + ax, h, t1.z + ax); |
---|
550 | glVertex3f(t1.x - ax, h, t1.z + ax); |
---|
551 | glVertex3f(t1.x - ax, h, t1.z - ax); |
---|
552 | glVertex3f(t1.x + ax, h, t1.z - ax); |
---|
553 | |
---|
554 | glEnd(); |
---|
555 | } |
---|