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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