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 | */ |
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14 | |
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15 | #define DEBUG_SPECIAL_MODULE 3/* DEBUG_MODULE_COLLISION_DETECTION*/ |
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16 | |
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17 | #include "aabb_tree_node.h" |
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18 | #include "aabb.h" |
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19 | |
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20 | #include "bv_tree.h" |
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21 | |
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22 | #include "matrix.h" |
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23 | #include "model.h" |
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24 | #include "world_entity.h" |
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25 | #include "plane.h" |
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26 | |
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27 | #include "color.h" |
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28 | #include "glincl.h" |
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29 | |
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30 | #include <list> |
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31 | #include <vector> |
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32 | #include "debug.h" |
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33 | |
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34 | |
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35 | |
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36 | |
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37 | |
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38 | |
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39 | GLUquadricObj* AABBTreeNode_sphereObj = NULL; |
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40 | |
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41 | |
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42 | /** |
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43 | * standard constructor |
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44 | * @param tree: reference to the obb tree |
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45 | * @param depth: the depth of the obb tree to generate |
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46 | */ |
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47 | AABBTreeNode::AABBTreeNode (const OBBTree& tree, AABBTreeNode* prev, int depth) |
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48 | : BVTreeNode() |
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49 | { |
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50 | this->setClassID(CL_OBB_TREE_NODE, "AABBTreeNode"); |
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51 | |
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52 | this->obbTree = &tree; |
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53 | this->nodePrev = prev; |
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54 | this->depth = depth; |
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55 | this->nextID = 0; |
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56 | |
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57 | this->init(); |
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58 | } |
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59 | |
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60 | |
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61 | /** |
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62 | * standard constructor |
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63 | * @param depth: the depth of the obb tree to generate |
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64 | */ |
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65 | AABBTreeNode::AABBTreeNode(int depth) |
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66 | { |
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67 | this->depth = depth; |
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68 | } |
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69 | |
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70 | /** |
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71 | * init funciton |
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72 | */ |
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73 | void AABBTreeNode::init() |
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74 | { |
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75 | this->nodeLeft = NULL; |
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76 | this->nodeRight = NULL; |
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77 | this->bvElement = NULL; |
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78 | |
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79 | this->triangleIndexList1 = NULL; |
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80 | this->triangleIndexList2 = NULL; |
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81 | |
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82 | this->modelInf = NULL; |
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83 | this->triangleIndexes = NULL; |
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84 | |
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85 | if( AABBTreeNode_sphereObj == NULL) |
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86 | AABBTreeNode_sphereObj = gluNewQuadric(); |
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87 | |
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88 | this->owner = NULL; |
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89 | |
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90 | /* debug ids */ |
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91 | if( this->nodePrev) |
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92 | this->treeIndex = 100 * this->depth + this->nodePrev->getID(); |
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93 | else |
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94 | this->treeIndex = 0; |
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95 | } |
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96 | |
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97 | /** |
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98 | * standard deconstructor |
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99 | */ |
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100 | AABBTreeNode::~AABBTreeNode () |
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101 | { |
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102 | if( this->nodeLeft) |
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103 | delete this->nodeLeft; |
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104 | if( this->nodeRight) |
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105 | delete this->nodeRight; |
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106 | |
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107 | if( this->bvElement) |
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108 | delete this->bvElement; |
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109 | } |
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110 | |
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111 | |
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112 | |
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113 | void AABBTreeNode::spawnBVTree(Model* model) |
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114 | { |
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115 | |
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116 | const modelInfo* modelInf = model->getModelInfo(); |
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117 | |
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118 | int* triangleIndexes = new int[modelInf->numTriangles]; |
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119 | for(unsigned int i = 0; i < modelInf->numTriangles; ++i) |
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120 | triangleIndexes[i] = i; |
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121 | |
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122 | this->spawnBVTree(*modelInf, triangleIndexes, modelInf->numTriangles); |
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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 | * creates a new BVTree or BVTree partition |
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128 | * @param depth: how much more depth-steps to go: if == 1 don't go any deeper! |
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129 | * @param modInfo: model informations from the abstrac model |
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130 | * |
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131 | * this function creates the Bounding Volume tree from a modelInfo struct and bases its calculations |
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132 | * on the triangle informations (triangle soup not polygon soup) |
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133 | */ |
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134 | void AABBTreeNode::spawnBVTree(const modelInfo& modelInf, const int* triangleIndexes, int length) |
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135 | { |
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136 | PRINTF(4)("\n==============================Creating AABB Tree Node==================\n"); |
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137 | PRINT(4)(" AABB Tree Infos: \n"); |
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138 | PRINT(4)("\tDepth: %i \n\tTree Index: %i \n\tNumber of Triangles: %i\n", depth, this->treeIndex, length); |
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139 | this->depth = depth; |
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140 | |
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141 | this->bvElement = new AABB(); |
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142 | this->bvElement->modelInf = &modelInf; |
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143 | this->bvElement->triangleIndexes = triangleIndexes; |
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144 | this->bvElement->triangleIndexesLength = length; |
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145 | |
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146 | /* create the bounding boxes in three steps */ |
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147 | this->calculateBoxCovariance(*this->bvElement, modelInf, triangleIndexes, length); |
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148 | this->calculateBoxEigenvectors(*this->bvElement, modelInf, triangleIndexes, length); |
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149 | this->calculateBoxAxis(*this->bvElement, modelInf, triangleIndexes, length); |
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150 | |
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151 | /* do we need to descent further in the obb tree?*/ |
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152 | if( likely( this->depth > 0)) |
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153 | { |
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154 | this->forkBox(*this->bvElement); |
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155 | |
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156 | if( this->triangleIndexLength1 >= 3) |
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157 | { |
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158 | this->nodeLeft = new AABBTreeNode(*this->obbTree, this, depth - 1); |
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159 | this->nodeLeft->spawnBVTree(modelInf, this->triangleIndexList1, this->triangleIndexLength1); |
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160 | } |
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161 | if( this->triangleIndexLength2 >= 3) |
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162 | { |
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163 | this->nodeRight = new AABBTreeNode(*this->obbTree, this, depth - 1); |
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164 | this->nodeRight->spawnBVTree(modelInf, this->triangleIndexList2, this->triangleIndexLength2); |
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165 | } |
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166 | } |
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167 | } |
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168 | |
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169 | |
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170 | |
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171 | /** |
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172 | * calculate the box covariance matrix |
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173 | * @param box: reference to the box |
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174 | * @param modelInf: the model info structure of the model |
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175 | * @param tirangleIndexes: an array with the indexes of the triangles inside this |
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176 | * @param length: the length of the indexes array |
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177 | */ |
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178 | void AABBTreeNode::calculateBoxCovariance(AABB& box, const modelInfo& modelInf, const int* triangleIndexes, int length) |
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179 | { |
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180 | float facelet[length]; //!< surface area of the i'th triangle of the convex hull |
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181 | float face = 0.0f; //!< surface area of the entire convex hull |
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182 | Vector centroid[length]; //!< centroid of the i'th convex hull |
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183 | Vector center; //!< the center of the entire hull |
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184 | Vector p, q, r; //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d |
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185 | Vector t1, t2; //!< temporary values |
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186 | float covariance[3][3] = {{0,0,0}, {0,0,0}, {0,0,0}};//!< the covariance matrix |
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187 | |
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188 | /* fist compute all the convex hull face/facelets and centroids */ |
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189 | for( int i = 0; i < length ; ++i) |
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190 | { |
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191 | p = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[0]]; |
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192 | q = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[1]]; |
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193 | r = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[2]]; |
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194 | |
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195 | /* finding the facelet surface via cross-product */ |
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196 | t1 = p - q; |
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197 | t2 = p - r; |
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198 | facelet[i] = 0.5f * /*fabs*/( t1.cross(t2).len() ); |
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199 | /* update the entire convex hull surface */ |
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200 | face += facelet[i]; |
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201 | |
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202 | /* calculate the cetroid of the hull triangles */ |
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203 | centroid[i] = (p + q + r) / 3.0f; |
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204 | /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ |
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205 | center += centroid[i] * facelet[i]; |
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206 | /* the arithmetical center */ |
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207 | } |
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208 | /* take the average of the centroid sum */ |
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209 | center /= face; |
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210 | |
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211 | |
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212 | /* now calculate the covariance matrix - if not written in three for-loops, |
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213 | it would compute faster: minor */ |
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214 | for( int j = 0; j < 3; ++j) |
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215 | { |
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216 | for( int k = 0; k < 3; ++k) |
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217 | { |
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218 | for( int i = 0; i < length; ++i) |
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219 | { |
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220 | p = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[0]]); |
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221 | q = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[1]]); |
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222 | r = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[2]]); |
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223 | |
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224 | covariance[j][k] = facelet[i] * (9.0f * centroid[i][j] * centroid[i][k] + p[j] * p[k] + |
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225 | q[j] * q[k] + r[j] * r[k]); |
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226 | } |
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227 | covariance[j][k] = covariance[j][k] / (12.0f * face) - center[j] * center[k]; |
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228 | } |
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229 | } |
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230 | for( int i = 0; i < 3; ++i) |
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231 | { |
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232 | box.covarianceMatrix[i][0] = covariance[i][0]; |
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233 | box.covarianceMatrix[i][1] = covariance[i][1]; |
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234 | box.covarianceMatrix[i][2] = covariance[i][2]; |
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235 | } |
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236 | box.center = center; |
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237 | |
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238 | /* debug output section*/ |
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239 | PRINTF(4)("\nOBB Covariance Matrix:\n"); |
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240 | for(int j = 0; j < 3; ++j) |
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241 | { |
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242 | PRINT(4)("\t\t"); |
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243 | for(int k = 0; k < 3; ++k) |
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244 | { |
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245 | PRINT(4)("%11.4f\t", covariance[j][k]); |
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246 | } |
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247 | PRINT(4)("\n"); |
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248 | } |
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249 | PRINTF(4)("\nWeighteed AABB Center:\n\t\t%11.4f\t %11.4f\t %11.4f\n", center.x, center.y, center.z); |
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250 | } |
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251 | |
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252 | |
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253 | |
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254 | /** |
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255 | * calculate the eigenvectors for the object oriented box |
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256 | * @param box: reference to the box |
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257 | * @param modelInf: the model info structure of the model |
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258 | * @param tirangleIndexes: an array with the indexes of the triangles inside this |
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259 | * @param length: the length of the indexes array |
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260 | */ |
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261 | void AABBTreeNode::calculateBoxEigenvectors(AABB& box, const modelInfo& modelInf, |
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262 | const int* triangleIndexes, int length) |
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263 | { |
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264 | |
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265 | Vector axis[3]; //!< the references to the obb axis |
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266 | Matrix covMat( box.covarianceMatrix ); //!< covariance matrix (in the matrix dataform) |
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267 | |
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268 | /* |
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269 | now getting spanning vectors of the sub-space: |
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270 | the eigenvectors of a symmertric matrix, such as the |
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271 | covarience matrix are mutually orthogonal. |
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272 | after normalizing them, they can be used as a the basis |
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273 | vectors |
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274 | */ |
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275 | |
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276 | |
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277 | // this is for axis aligned bouning boxes only |
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278 | box.axis[0] = Vector(1,0,0); |
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279 | box.axis[1] = Vector(0,1,0); |
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280 | box.axis[2] = Vector(0,0,1); |
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281 | |
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282 | PRINTF(4)("Eigenvectors:\n"); |
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283 | PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[0].x, box.axis[0].y, box.axis[0].z); |
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284 | PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[1].x, box.axis[1].y, box.axis[1].z); |
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285 | PRINT(4)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[2].x, box.axis[2].y, box.axis[2].z); |
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286 | } |
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287 | |
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288 | |
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289 | |
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290 | |
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291 | /** |
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292 | * calculate the eigenvectors for the object oriented box |
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293 | * @param box: reference to the box |
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294 | * @param modelInf: the model info structure of the model |
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295 | * @param tirangleIndexes: an array with the indexes of the triangles inside this |
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296 | * @param length: the length of the indexes array |
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297 | */ |
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298 | void AABBTreeNode::calculateBoxAxis(AABB& box, const modelInfo& modelInf, const int* triangleIndexes, int length) |
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299 | { |
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300 | |
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301 | PRINTF(4)("Calculate Box Axis\n"); |
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302 | /* now get the axis length */ |
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303 | float tmpLength; //!< tmp save point for the length |
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304 | Plane p0(box.axis[0], box.center); //!< the axis planes |
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305 | Plane p1(box.axis[1], box.center); //!< the axis planes |
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306 | Plane p2(box.axis[2], box.center); //!< the axis planes |
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307 | float maxLength[3]; //!< maximal lenth of the axis |
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308 | float minLength[3]; //!< minimal length of the axis |
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309 | const float* tmpVec; //!< variable taking tmp vectors |
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310 | float centerOffset[3]; |
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311 | |
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312 | /* get the maximal dimensions of the body in all directions */ |
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313 | /* for the initialisation the value just has to be inside of the polygon soup -> first vertices (rand) */ |
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314 | for( int k = 0; k < 3; k++) |
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315 | { |
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316 | tmpVec = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[0]].indexToVertices[0]]); |
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317 | Plane* p; |
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318 | if( k == 0) |
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319 | p = &p0; |
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320 | else if( k == 1) |
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321 | p = &p1; |
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322 | else |
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323 | p = &p2; |
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324 | maxLength[k] = p->distancePoint(tmpVec); |
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325 | minLength[k] = p->distancePoint(tmpVec); |
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326 | |
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327 | for( int j = 0; j < length; ++j) { |
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328 | for( int i = 0; i < 3; ++i) { |
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329 | tmpVec = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[j]].indexToVertices[i]]; |
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330 | tmpLength = p->distancePoint(tmpVec); |
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331 | |
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332 | if( tmpLength > maxLength[k]) |
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333 | maxLength[k] = tmpLength; |
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334 | else if( tmpLength < minLength[k]) |
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335 | minLength[k] = tmpLength; |
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336 | } |
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337 | } |
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338 | } |
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339 | |
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340 | |
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341 | |
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342 | /* calculate the real centre of the body by using the axis length */ |
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343 | for( int i = 0; i < 3; ++i) |
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344 | { |
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345 | if( maxLength[i] > 0.0f && minLength[i] > 0.0f) // both axis positiv |
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346 | centerOffset[i] = minLength[i] + (maxLength[i] - minLength[i]) / 2.0f; |
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347 | else if( maxLength[i] > 0.0f && maxLength[i] < 0.0f) // positiv and negativ |
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348 | centerOffset[i] = (maxLength[i] + minLength[i]) / 2.0f; |
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349 | else //both negativ |
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350 | centerOffset[i] = minLength[i] + (maxLength[i] - minLength[i]) / 2.0f; |
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351 | |
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352 | box.halfLength[i] = (maxLength[i] - minLength[i]) / 2.0f; |
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353 | } |
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354 | |
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355 | box.center += (box.axis[0] * centerOffset[0]); |
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356 | box.center += (box.axis[1] * centerOffset[1]); |
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357 | box.center += (box.axis[2] * centerOffset[2]); |
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358 | |
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359 | |
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360 | PRINTF(4)("\n"); |
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361 | PRINT(4)("\tAxis halflength x: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[0], maxLength[0], minLength[0], centerOffset[0]); |
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362 | PRINT(4)("\tAxis halflength y: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[1], maxLength[1], minLength[1], centerOffset[1] ); |
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363 | PRINT(4)("\tAxis halflength z: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[2], maxLength[2], minLength[2], centerOffset[2]); |
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364 | } |
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365 | |
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366 | |
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367 | |
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368 | /** |
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369 | * this separates an ob-box in the middle |
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370 | * @param box: the box to separate |
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371 | * |
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372 | * this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis |
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373 | */ |
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374 | void AABBTreeNode::forkBox(AABB& box) |
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375 | { |
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376 | |
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377 | PRINTF(4)("Fork Box\n"); |
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378 | PRINTF(4)("Calculating the longest Axis\n"); |
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379 | /* get the longest axis of the box */ |
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380 | float longestAxis = -1.0f; //!< the length of the longest axis |
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381 | int longestAxisIndex = 0; //!< this is the nr of the longest axis |
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382 | |
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383 | |
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384 | /* now get the longest axis of the three exiting */ |
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385 | for( int i = 0; i < 3; ++i) |
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386 | { |
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387 | if( longestAxis < box.halfLength[i]) |
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388 | { |
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389 | longestAxis = box.halfLength[i]; |
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390 | longestAxisIndex = i; |
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391 | } |
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392 | } |
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393 | PRINTF(4)("\nLongest Axis is: Nr %i with a half-length of:%11.2f\n", longestAxisIndex, longestAxis); |
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394 | |
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395 | |
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396 | PRINTF(4)("Separating along the longest axis\n"); |
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397 | /* get the closest vertex near the center */ |
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398 | float tmpDist; //!< variable to save diverse distances temporarily |
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399 | Plane middlePlane(box.axis[longestAxisIndex], box.center); //!< the middle plane |
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400 | |
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401 | |
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402 | /* now definin the separation plane through this specified nearest point and partition |
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403 | the points depending on which side they are located |
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404 | */ |
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405 | std::list<int> partition1; //!< the vertex partition 1 |
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406 | std::list<int> partition2; //!< the vertex partition 2 |
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407 | float* triangleCenter = new float[3]; //!< the center of the triangle |
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408 | const float* a; //!< triangle edge a |
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409 | const float* b; //!< triangle edge b |
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410 | const float* c; //!< triangle edge c |
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411 | |
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412 | |
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413 | /* find the center of the box */ |
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414 | this->separationPlane = Plane(box.axis[longestAxisIndex], box.center); |
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415 | this->sepPlaneCenter[0] = box.center.x; |
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416 | this->sepPlaneCenter[1] = box.center.y; |
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417 | this->sepPlaneCenter[2] = box.center.z; |
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418 | this->longestAxisIndex = longestAxisIndex; |
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419 | |
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420 | for( int i = 0; i < box.triangleIndexesLength; ++i) |
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421 | { |
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422 | /* first calculate the middle of the triangle */ |
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423 | a = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[0]]; |
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424 | b = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[1]]; |
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425 | c = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[2]]; |
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426 | |
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427 | triangleCenter[0] = (a[0] + b[0] + c[0]) / 3.0f; |
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428 | triangleCenter[1] = (a[1] + b[1] + c[1]) / 3.0f; |
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429 | triangleCenter[2] = (a[2] + b[2] + c[2]) / 3.0f; |
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430 | tmpDist = this->separationPlane.distancePoint(*((sVec3D*)triangleCenter)); |
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431 | |
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432 | if( tmpDist > 0.0f) |
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433 | partition1.push_back(box.triangleIndexes[i]); /* positive numbers plus zero */ |
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434 | else if( tmpDist < 0.0f) |
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435 | partition2.push_back(box.triangleIndexes[i]); /* negatice numbers */ |
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436 | else { |
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437 | partition1.push_back(box.triangleIndexes[i]); /* 0.0f? unprobable... */ |
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438 | partition2.push_back(box.triangleIndexes[i]); |
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439 | } |
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440 | } |
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441 | PRINTF(4)("\nPartition1: got \t%i Vertices \nPartition2: got \t%i Vertices\n", partition1.size(), partition2.size()); |
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442 | |
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443 | |
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444 | /* now comes the separation into two different sVec3D arrays */ |
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445 | int index; //!< index storage place |
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446 | int* triangleIndexList1; //!< the vertex list 1 |
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447 | int* triangleIndexList2; //!< the vertex list 2 |
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448 | std::list<int>::iterator element; //!< the list iterator |
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449 | |
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450 | triangleIndexList1 = new int[partition1.size()]; |
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451 | triangleIndexList2 = new int[partition2.size()]; |
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452 | |
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453 | for( element = partition1.begin(), index = 0; element != partition1.end(); element++, index++) |
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454 | triangleIndexList1[index] = (*element); |
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455 | |
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456 | for( element = partition2.begin(), index = 0; element != partition2.end(); element++, index++) |
---|
457 | triangleIndexList2[index] = (*element); |
---|
458 | |
---|
459 | if( this->triangleIndexList1!= NULL) |
---|
460 | delete[] this->triangleIndexList1; |
---|
461 | this->triangleIndexList1 = triangleIndexList1; |
---|
462 | this->triangleIndexLength1 = partition1.size(); |
---|
463 | |
---|
464 | if( this->triangleIndexList2 != NULL) |
---|
465 | delete[] this->triangleIndexList2; |
---|
466 | this->triangleIndexList2 = triangleIndexList2; |
---|
467 | this->triangleIndexLength2 = partition2.size(); |
---|
468 | } |
---|
469 | |
---|
470 | |
---|
471 | |
---|
472 | /** |
---|
473 | * collides one tree with an other |
---|
474 | * @param treeNode the other bv tree node |
---|
475 | * @param nodeA the worldentity belonging to this bv |
---|
476 | * @param nodeB the worldentity belonging to treeNode |
---|
477 | */ |
---|
478 | void AABBTreeNode::collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) |
---|
479 | { |
---|
480 | if( unlikely(treeNode == NULL || nodeA == NULL || nodeB == NULL)) |
---|
481 | return; |
---|
482 | |
---|
483 | PRINTF(4)("collideWith\n"); |
---|
484 | PRINTF(5)("Checking AABB %i vs %i: ", this->getIndex(), treeNode->getIndex()); |
---|
485 | |
---|
486 | // for now only collide with AABBTreeNodes |
---|
487 | this->collideWithOBB((AABBTreeNode*)treeNode, nodeA, nodeB); |
---|
488 | } |
---|
489 | |
---|
490 | |
---|
491 | |
---|
492 | /** |
---|
493 | * collides one obb tree with an other |
---|
494 | * @param treeNode the other bv tree node |
---|
495 | * @param nodeA the worldentity belonging to this bv |
---|
496 | * @param nodeB the worldentity belonging to treeNode |
---|
497 | */ |
---|
498 | void AABBTreeNode::collideWithOBB(AABBTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) |
---|
499 | { |
---|
500 | |
---|
501 | if( this->overlapTest(this->bvElement, treeNode->bvElement, nodeA, nodeB)) |
---|
502 | { |
---|
503 | PRINTF(5)("collision @ lvl %i, object %s vs. %s, (%p, %p)\n", this->depth, nodeA->getClassName(), nodeB->getClassName(), this->nodeLeft, this->nodeRight); |
---|
504 | |
---|
505 | |
---|
506 | // left node |
---|
507 | if( this->nodeLeft != NULL ) |
---|
508 | { |
---|
509 | if( this->overlapTest(this->nodeLeft->bvElement, treeNode->bvElement, nodeA, nodeB)) |
---|
510 | { |
---|
511 | if( treeNode->nodeLeft != NULL) |
---|
512 | this->nodeLeft->collideWith(treeNode->nodeLeft, nodeA, nodeB); |
---|
513 | if( treeNode->nodeRight != NULL) |
---|
514 | this->nodeLeft->collideWith(treeNode->nodeRight, nodeA, nodeB); |
---|
515 | } |
---|
516 | } |
---|
517 | |
---|
518 | // right node |
---|
519 | if( this->nodeRight != NULL ) |
---|
520 | { |
---|
521 | if( this->overlapTest(this->nodeRight->bvElement, treeNode->bvElement, nodeA, nodeB)) |
---|
522 | { |
---|
523 | if( treeNode->nodeLeft != NULL) |
---|
524 | this->nodeRight->collideWith(treeNode->nodeLeft, nodeA, nodeB); |
---|
525 | if( treeNode->nodeRight != NULL) |
---|
526 | this->nodeRight->collideWith(treeNode->nodeRight, nodeA, nodeB); |
---|
527 | } |
---|
528 | } |
---|
529 | |
---|
530 | |
---|
531 | // hybrid mode: we reached the end of this obbtree, now reach the end of the other tree |
---|
532 | if( this->nodeLeft == NULL && this->nodeRight == NULL) |
---|
533 | { |
---|
534 | if( treeNode->nodeLeft != NULL) |
---|
535 | this->collideWith(treeNode->nodeLeft, nodeA, nodeB); |
---|
536 | if( treeNode->nodeRight != NULL) |
---|
537 | this->collideWith(treeNode->nodeRight, nodeA, nodeB); |
---|
538 | } |
---|
539 | |
---|
540 | |
---|
541 | // now check if we reached the end of both trees |
---|
542 | if( unlikely((this->nodeRight == NULL && this->nodeLeft == NULL) && |
---|
543 | (treeNode->nodeRight == NULL && treeNode->nodeLeft == NULL)) ) |
---|
544 | { |
---|
545 | nodeA->registerCollision(nodeA, nodeB, (BoundingVolume*)this->bvElement, (BoundingVolume*)treeNode->bvElement); |
---|
546 | } |
---|
547 | |
---|
548 | } |
---|
549 | } |
---|
550 | |
---|
551 | |
---|
552 | /** |
---|
553 | * this actualy checks if one obb box touches the other |
---|
554 | * @param boxA the box from nodeA |
---|
555 | * @param boxB the box from nodeB |
---|
556 | * @param nodeA the node itself |
---|
557 | * @param nodeB the node itself |
---|
558 | */ |
---|
559 | bool AABBTreeNode::overlapTest(AABB* boxA, AABB* boxB, WorldEntity* nodeA, WorldEntity* nodeB) |
---|
560 | { |
---|
561 | //HACK remove this again |
---|
562 | this->owner = nodeA; |
---|
563 | // if( boxB == NULL || boxA == NULL) |
---|
564 | // return false; |
---|
565 | |
---|
566 | /* first check all axis */ |
---|
567 | Vector t; |
---|
568 | float rA = 0.0f; |
---|
569 | float rB = 0.0f; |
---|
570 | Vector l; |
---|
571 | Vector rotAxisA[3]; |
---|
572 | Vector rotAxisB[3]; |
---|
573 | |
---|
574 | rotAxisA[0] = nodeA->getAbsDir().apply(boxA->axis[0]); |
---|
575 | rotAxisA[1] = nodeA->getAbsDir().apply(boxA->axis[1]); |
---|
576 | rotAxisA[2] = nodeA->getAbsDir().apply(boxA->axis[2]); |
---|
577 | |
---|
578 | rotAxisB[0] = nodeB->getAbsDir().apply(boxB->axis[0]); |
---|
579 | rotAxisB[1] = nodeB->getAbsDir().apply(boxB->axis[1]); |
---|
580 | rotAxisB[2] = nodeB->getAbsDir().apply(boxB->axis[2]); |
---|
581 | |
---|
582 | t = nodeA->getAbsCoor() + nodeA->getAbsDir().apply(boxA->center) - ( nodeB->getAbsCoor() + nodeB->getAbsDir().apply(boxB->center)); |
---|
583 | |
---|
584 | /* All 3 axis of the object A */ |
---|
585 | for( int j = 0; j < 3; ++j) |
---|
586 | { |
---|
587 | rA = 0.0f; |
---|
588 | rB = 0.0f; |
---|
589 | l = rotAxisA[j]; |
---|
590 | |
---|
591 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
592 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
593 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
594 | |
---|
595 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
596 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
597 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
598 | |
---|
599 | PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
600 | |
---|
601 | if( (rA + rB) < fabs(t.dot(l))) |
---|
602 | { |
---|
603 | PRINTF(4)("no Collision\n"); |
---|
604 | return false; |
---|
605 | } |
---|
606 | } |
---|
607 | |
---|
608 | /* All 3 axis of the object B */ |
---|
609 | for( int j = 0; j < 3; ++j) |
---|
610 | { |
---|
611 | rA = 0.0f; |
---|
612 | rB = 0.0f; |
---|
613 | l = rotAxisB[j]; |
---|
614 | |
---|
615 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
616 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
617 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
618 | |
---|
619 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
620 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
621 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
622 | |
---|
623 | PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
624 | |
---|
625 | if( (rA + rB) < fabs(t.dot(l))) |
---|
626 | { |
---|
627 | PRINTF(4)("no Collision\n"); |
---|
628 | return false; |
---|
629 | } |
---|
630 | } |
---|
631 | |
---|
632 | |
---|
633 | /* Now check for all face cross products */ |
---|
634 | |
---|
635 | for( int j = 0; j < 3; ++j) |
---|
636 | { |
---|
637 | for(int k = 0; k < 3; ++k ) |
---|
638 | { |
---|
639 | rA = 0.0f; |
---|
640 | rB = 0.0f; |
---|
641 | l = rotAxisA[j].cross(rotAxisB[k]); |
---|
642 | |
---|
643 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
644 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
645 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
646 | |
---|
647 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
648 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
649 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
650 | |
---|
651 | PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
652 | |
---|
653 | if( (rA + rB) < fabs(t.dot(l))) |
---|
654 | { |
---|
655 | PRINTF(4)("keine Kollision\n"); |
---|
656 | return false; |
---|
657 | } |
---|
658 | } |
---|
659 | } |
---|
660 | |
---|
661 | /* FIXME: there is no collision mark set now */ |
---|
662 | boxA->bCollided = true; /* use this ONLY(!!!!) for drawing operations */ |
---|
663 | boxB->bCollided = true; |
---|
664 | |
---|
665 | |
---|
666 | PRINTF(4)("Kollision!\n"); |
---|
667 | return true; |
---|
668 | } |
---|
669 | |
---|
670 | |
---|
671 | /** |
---|
672 | * |
---|
673 | * draw the BV tree - debug mode |
---|
674 | */ |
---|
675 | void AABBTreeNode::drawBV(int depth, int drawMode, const Vector& color, bool top) const |
---|
676 | { |
---|
677 | /* this function can be used to draw the triangles and/or the points only */ |
---|
678 | if( 1 /*drawMode & DRAW_MODEL || drawMode & DRAW_ALL*/) |
---|
679 | { |
---|
680 | if( depth == 0/*!(drawMode & DRAW_SINGLE && depth != 0)*/) |
---|
681 | { |
---|
682 | if( 1 /*drawMode & DRAW_POINTS*/) |
---|
683 | { |
---|
684 | glBegin(GL_POINTS); |
---|
685 | glColor3f(0.3, 0.8, 0.54); |
---|
686 | for(unsigned int i = 0; i < this->bvElement->modelInf->numVertices*3; i+=3) |
---|
687 | glVertex3f(this->bvElement->modelInf->pVertices[i], |
---|
688 | this->bvElement->modelInf->pVertices[i+1], |
---|
689 | this->bvElement->modelInf->pVertices[i+2]); |
---|
690 | glEnd(); |
---|
691 | } |
---|
692 | } |
---|
693 | } |
---|
694 | |
---|
695 | if (top) |
---|
696 | { |
---|
697 | glPushAttrib(GL_ENABLE_BIT); |
---|
698 | glDisable(GL_LIGHTING); |
---|
699 | glDisable(GL_TEXTURE_2D); |
---|
700 | } |
---|
701 | glColor3f(color.x, color.y, color.z); |
---|
702 | |
---|
703 | |
---|
704 | /* draw world axes */ |
---|
705 | if( 1 /*drawMode & DRAW_BV_AXIS*/) |
---|
706 | { |
---|
707 | glBegin(GL_LINES); |
---|
708 | glColor3f(1.0, 0.0, 0.0); |
---|
709 | glVertex3f(0.0, 0.0, 0.0); |
---|
710 | glVertex3f(3.0, 0.0, 0.0); |
---|
711 | |
---|
712 | glColor3f(0.0, 1.0, 0.0); |
---|
713 | glVertex3f(0.0, 0.0, 0.0); |
---|
714 | glVertex3f(0.0, 3.0, 0.0); |
---|
715 | |
---|
716 | glColor3f(0.0, 0.0, 1.0); |
---|
717 | glVertex3f(0.0, 0.0, 0.0); |
---|
718 | glVertex3f(0.0, 0.0, 3.0); |
---|
719 | glEnd(); |
---|
720 | } |
---|
721 | |
---|
722 | |
---|
723 | if( 1/*drawMode & DRAW_BV_AXIS || drawMode & DRAW_ALL*/) |
---|
724 | { |
---|
725 | if( 1/*drawMode & DRAW_SINGLE && depth != 0*/) |
---|
726 | { |
---|
727 | /* draw the obb axes */ |
---|
728 | glBegin(GL_LINES); |
---|
729 | glColor3f(1.0, 0.0, 0.0); |
---|
730 | glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); |
---|
731 | glVertex3f(this->bvElement->center.x + this->bvElement->axis[0].x * this->bvElement->halfLength[0], |
---|
732 | this->bvElement->center.y + this->bvElement->axis[0].y * this->bvElement->halfLength[0], |
---|
733 | this->bvElement->center.z + this->bvElement->axis[0].z * this->bvElement->halfLength[0]); |
---|
734 | |
---|
735 | glColor3f(0.0, 1.0, 0.0); |
---|
736 | glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); |
---|
737 | glVertex3f(this->bvElement->center.x + this->bvElement->axis[1].x * this->bvElement->halfLength[1], |
---|
738 | this->bvElement->center.y + this->bvElement->axis[1].y * this->bvElement->halfLength[1], |
---|
739 | this->bvElement->center.z + this->bvElement->axis[1].z * this->bvElement->halfLength[1]); |
---|
740 | |
---|
741 | glColor3f(0.0, 0.0, 1.0); |
---|
742 | glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); |
---|
743 | glVertex3f(this->bvElement->center.x + this->bvElement->axis[2].x * this->bvElement->halfLength[2], |
---|
744 | this->bvElement->center.y + this->bvElement->axis[2].y * this->bvElement->halfLength[2], |
---|
745 | this->bvElement->center.z + this->bvElement->axis[2].z * this->bvElement->halfLength[2]); |
---|
746 | glEnd(); |
---|
747 | } |
---|
748 | } |
---|
749 | |
---|
750 | |
---|
751 | /* DRAW POLYGONS */ |
---|
752 | if( drawMode & DRAW_BV_POLYGON || drawMode & DRAW_ALL || drawMode & DRAW_BV_BLENDED) |
---|
753 | { |
---|
754 | if (top) |
---|
755 | { |
---|
756 | glEnable(GL_BLEND); |
---|
757 | glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
---|
758 | } |
---|
759 | |
---|
760 | if( this->nodeLeft == NULL && this->nodeRight == NULL) |
---|
761 | depth = 0; |
---|
762 | |
---|
763 | if( depth == 0 /*!(drawMode & DRAW_SINGLE && depth != 0)*/) |
---|
764 | { |
---|
765 | |
---|
766 | |
---|
767 | Vector cen = this->bvElement->center; |
---|
768 | Vector* axis = this->bvElement->axis; |
---|
769 | float* len = this->bvElement->halfLength; |
---|
770 | |
---|
771 | if( this->bvElement->bCollided) |
---|
772 | { |
---|
773 | glColor4f(1.0, 1.0, 1.0, .5); // COLLISION COLOR |
---|
774 | } |
---|
775 | else if( drawMode & DRAW_BV_BLENDED) |
---|
776 | { |
---|
777 | glColor4f(color.x, color.y, color.z, .5); |
---|
778 | } |
---|
779 | |
---|
780 | |
---|
781 | /* draw bounding box */ |
---|
782 | if( drawMode & DRAW_BV_BLENDED) |
---|
783 | glBegin(GL_QUADS); |
---|
784 | else |
---|
785 | glBegin(GL_LINE_LOOP); |
---|
786 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
787 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
788 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
789 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
790 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
791 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
792 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
793 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
794 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
795 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
796 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
797 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
798 | glEnd(); |
---|
799 | |
---|
800 | if( drawMode & DRAW_BV_BLENDED) |
---|
801 | glBegin(GL_QUADS); |
---|
802 | else |
---|
803 | glBegin(GL_LINE_LOOP); |
---|
804 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
805 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
806 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
807 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
808 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
809 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
810 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
811 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
812 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
813 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
814 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
815 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
816 | glEnd(); |
---|
817 | |
---|
818 | if( drawMode & DRAW_BV_BLENDED) |
---|
819 | glBegin(GL_QUADS); |
---|
820 | else |
---|
821 | glBegin(GL_LINE_LOOP); |
---|
822 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
823 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
824 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
825 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
826 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
827 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
828 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
829 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
830 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
831 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
832 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
833 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
834 | glEnd(); |
---|
835 | |
---|
836 | if( drawMode & DRAW_BV_BLENDED) |
---|
837 | glBegin(GL_QUADS); |
---|
838 | else |
---|
839 | glBegin(GL_LINE_LOOP); |
---|
840 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
841 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
842 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
843 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
844 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
845 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
846 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
847 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
848 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
849 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
850 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
851 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
852 | glEnd(); |
---|
853 | |
---|
854 | |
---|
855 | if( drawMode & DRAW_BV_BLENDED) |
---|
856 | { |
---|
857 | glBegin(GL_QUADS); |
---|
858 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
859 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
860 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
861 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
862 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
863 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
864 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
865 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
866 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
867 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
868 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
869 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
870 | glEnd(); |
---|
871 | |
---|
872 | glBegin(GL_QUADS); |
---|
873 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
874 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
875 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
876 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
877 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
878 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
879 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
880 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
881 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
882 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
883 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
884 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
885 | glEnd(); |
---|
886 | } |
---|
887 | |
---|
888 | if( drawMode & DRAW_BV_BLENDED) |
---|
889 | glColor3f(color.x, color.y, color.z); |
---|
890 | } |
---|
891 | } |
---|
892 | |
---|
893 | /* DRAW SEPARATING PLANE */ |
---|
894 | if( drawMode & DRAW_SEPARATING_PLANE || drawMode & DRAW_ALL) |
---|
895 | { |
---|
896 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
---|
897 | { |
---|
898 | if( drawMode & DRAW_BV_BLENDED) |
---|
899 | glColor4f(color.x, color.y, color.z, .6); |
---|
900 | |
---|
901 | /* now draw the separation plane */ |
---|
902 | Vector a1 = this->bvElement->axis[(this->longestAxisIndex + 1)%3]; |
---|
903 | Vector a2 = this->bvElement->axis[(this->longestAxisIndex + 2)%3]; |
---|
904 | Vector c = this->bvElement->center; |
---|
905 | float l1 = this->bvElement->halfLength[(this->longestAxisIndex + 1)%3]; |
---|
906 | float l2 = this->bvElement->halfLength[(this->longestAxisIndex + 2)%3]; |
---|
907 | glBegin(GL_QUADS); |
---|
908 | glVertex3f(c.x + a1.x * l1 + a2.x * l2, c.y + a1.y * l1+ a2.y * l2, c.z + a1.z * l1 + a2.z * l2); |
---|
909 | glVertex3f(c.x - a1.x * l1 + a2.x * l2, c.y - a1.y * l1+ a2.y * l2, c.z - a1.z * l1 + a2.z * l2); |
---|
910 | glVertex3f(c.x - a1.x * l1 - a2.x * l2, c.y - a1.y * l1- a2.y * l2, c.z - a1.z * l1 - a2.z * l2); |
---|
911 | glVertex3f(c.x + a1.x * l1 - a2.x * l2, c.y + a1.y * l1- a2.y * l2, c.z + a1.z * l1 - a2.z * l2); |
---|
912 | glEnd(); |
---|
913 | |
---|
914 | if( drawMode & DRAW_BV_BLENDED) |
---|
915 | glColor4f(color.x, color.y, color.z, 1.0); |
---|
916 | |
---|
917 | } |
---|
918 | } |
---|
919 | |
---|
920 | |
---|
921 | |
---|
922 | if (depth > 0) |
---|
923 | { |
---|
924 | if( this->nodeLeft != NULL) |
---|
925 | this->nodeLeft->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(15.0,0.0,0.0)), false); |
---|
926 | if( this->nodeRight != NULL) |
---|
927 | this->nodeRight->drawBV(depth - 1, drawMode, Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(30.0,0.0,0.0)), false); |
---|
928 | } |
---|
929 | this->bvElement->bCollided = false; |
---|
930 | |
---|
931 | if (top) |
---|
932 | glPopAttrib(); |
---|
933 | } |
---|
934 | |
---|
935 | |
---|
936 | |
---|
937 | void AABBTreeNode::debug() const |
---|
938 | { |
---|
939 | PRINT(0)("========AABBTreeNode::debug()=====\n"); |
---|
940 | PRINT(0)(" Current depth: %i", this->depth); |
---|
941 | PRINT(0)(" "); |
---|
942 | PRINT(0)("=================================\n"); |
---|
943 | } |
---|