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source: orxonox.OLD/branches/proxy/src/lib/collision_detection/obb_tree.cc @ 9373

Last change on this file since 9373 was 9357, checked in by bensch, 18 years ago

orxonox/proxy: removed 'using namespace std;' everywhere

File size: 3.7 KB
Line 
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_COLLISION_DETECTION
17
18#include "obb_tree.h"
19#include "obb_tree_node.h"
20#include "obb.h"
21#include "debug.h"
22#include "compiler.h"
23#include "material.h"
24#include "world_entity.h"
25#include "p_node.h"
26
27
28
29
30/**
31 *  standard constructor
32*/
33OBBTree::OBBTree(int depth, const modelInfo* modelInf, WorldEntity* owner)
34  : BVTree()
35{
36  this->depth = depth;
37  this->init();
38  this->spawnBVTree(*modelInf);
39  this->owner = owner;
40}
41
42
43/**
44 *  standard constructor
45 */
46OBBTree::OBBTree()
47  : BVTree()
48{}
49
50
51void OBBTree::init()
52{
53  this->setClassID(CL_OBB_TREE, "OBBTree");
54  this->rootNode = NULL;
55  this->id = 0;
56}
57
58/**
59 *  standard deconstructor
60
61*/
62OBBTree::~OBBTree ()
63{
64  delete this->rootNode;
65}
66
67
68/**
69 *  this function creates a bv tree out of a modelInf structure
70 * @param modelInf the model info of a model (modelInfo), containing vertices, triangle and normal infos
71 */
72void OBBTree::spawnBVTree(const modelInfo& modelInf)
73{
74  if( unlikely(this->rootNode != NULL))
75  {
76    PRINTF(2)("The BVTree has already been spawned, flushing and respawning again...\n");
77    this->flushTree();
78  }
79  this->rootNode = new OBBTreeNode(*this, NULL, depth-1);
80
81  /* triangles indexes created */
82  int* triangleIndexes = new int[modelInf.numTriangles];
83  for(unsigned int i = 0; i < modelInf.numTriangles; ++i)
84    triangleIndexes[i] = i;
85
86  this->rootNode->spawnBVTree(modelInf, triangleIndexes, modelInf.numTriangles);
87}
88
89
90void OBBTree::createBox(Vector start, Vector end)
91{
92  this->rootNode = new OBBTreeNode(*this, NULL, 1);
93
94  this->rootNode->createBox(start, end);
95}
96
97
98/**
99 *  release the current bv tree if any
100 */
101void OBBTree:: flushTree()
102{}
103
104
105/**
106 * this collides two bvtrees together. the trees are attached to pnodes Objects A and B
107 * @param nodeA: PNode of object A
108 * @param nodeB: Pnode of object B
109 */
110void OBBTree::collideWith(WorldEntity* entity1, WorldEntity* entity2)
111{
112  if( likely(entity2->getOBBTree() != NULL) )
113    this->rootNode->collideWith(((OBBTree*)entity2->getOBBTree())->getRootNode(), entity1, entity2);
114}
115
116
117/**
118 *  draw bv tree
119 */
120void OBBTree::drawBV(int depth, int drawMode) const
121{
122  if( likely(this->rootNode != NULL))
123  {
124    this->rootNode->drawBV(depth, drawMode);
125  }
126}
127
128
129/**
130 *  some debug output and creation function
131 *
132 * doesn't work at the moment
133 */
134void OBBTree::debug()
135{
136  PRINT(0)("\n==============================| OBBTree::debug() |===\n");
137  PRINT(0)("=  Spawning Tree: Start\n");
138
139  /* generate some test vertices */
140  int const length = 9;
141  sVec3D* vertList = new sVec3D[length];
142//   sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{0.0, 6.0, 9.0},
143//                           {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0},
144//                           {0.0, 3.0, 23.0}, {1.0, 5.0, 30.0}, {0.0, 10.0, 35.0}};
145
146  sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{1.0, 5.0, 30.0},
147                          {0.0, 3.0, 23.0}, {0.0, 6.0, 9.0}, {0.0, 10.0, 35.0},
148                          {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0}};
149
150  for(int i = 0; i < length; ++i)
151    {
152      vertList[i][0] = data[i][0];
153      vertList[i][1] = data[i][1];
154      vertList[i][2] = data[i][2];
155    }
156
157//   this->spawnBVTree(vertList, length);
158
159  PRINT(0)("=  Spawning Tree: Finished\n");
160  PRINT(0)("=======================================================\n");
161
162}
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