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source: orxonox.OLD/trunk/src/lib/collision_detection/obb_tree.cc @ 5420

Last change on this file since 5420 was 5115, checked in by bensch, 19 years ago

orxonox/trunk: reimplemented the list functions, as i did before in revision 5110.
This time, i looked out for the bugs, and i think i found one

@patrick: i know, that you do not want to code at the moment… :/ → see mail

File size: 4.2 KB
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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
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
27using namespace std;
28
29
30/**
31 *  standard constructor
32*/
33OBBTree::OBBTree ()
34{
35  this->init();
36}
37
38OBBTree::OBBTree(int depth, sVec3D *verticesList, const int length)
39{
40  this->init();
41  this->spawnBVTree(depth, verticesList, length);
42}
43
44
45
46void OBBTree::init()
47{
48  this->setClassID(CL_OBB_TREE, "OBBTree");
49
50  this->rootNode = NULL;
51
52  material = new Material*[5];
53  for(int i = 0; i < 5; ++i)
54  {
55    material[i] = new Material();
56    material[i]->setIllum(3);
57  }
58  material[0]->setAmbient(0.0, 0.3, 0.0);
59  material[1]->setAmbient(0.4, 0.0, 0.2);
60  material[2]->setAmbient(1.0, 0.0, 0.0);
61  material[3]->setAmbient(5.0, 3.0, 1.0);
62  material[4]->setAmbient(1.0, 0.0, 7.0);
63
64
65  transparentMaterial = new Material*[5];
66  for(int i = 0; i < 5; ++i)
67  {
68    transparentMaterial[i] = new Material();
69    transparentMaterial[i]->setIllum(3);
70    transparentMaterial[i]->setTransparency(0.2);
71  }
72  transparentMaterial[0]->setAmbient(0.0, 0.3, 0.0);
73  transparentMaterial[1]->setAmbient(0.4, 0.0, 0.2);
74  transparentMaterial[2]->setAmbient(1.0, 0.0, 0.0);
75  transparentMaterial[3]->setAmbient(5.0, 3.0, 1.0);
76  transparentMaterial[4]->setAmbient(1.0, 0.0, 7.0);
77
78  this->collisionMaterial = new Material();
79  this->collisionMaterial->setIllum(5);
80  this->collisionMaterial->setTransparency(0.5);
81  this->collisionMaterial->setAmbient(1.0, 1.0, 1.0);
82
83  this->id = 0;
84}
85
86/**
87 *  standard deconstructor
88
89*/
90OBBTree::~OBBTree ()
91{
92  delete this->rootNode;
93}
94
95
96void OBBTree::spawnBVTree(int depth, sVec3D *verticesList, const int length)
97{
98  if( unlikely(this->rootNode != NULL))
99    {
100      PRINTF(2)("The BVTree has already been spawned, flushing and respawning again...\n");
101      this->flushTree();
102    }
103  OBBTreeNode* node = new OBBTreeNode();
104  this->rootNode = node;
105  this->rootNode->setTreeRef(this);
106  this->rootNode->spawnBVTree(--depth, verticesList, length);
107}
108
109
110void OBBTree:: flushTree()
111{}
112
113
114void OBBTree::collideWith(WorldEntity* entity1, WorldEntity* entity2)
115{
116  if( likely(entity2->getOBBTree() != NULL) )
117    this->rootNode->collideWith(((OBBTree*)entity2->getOBBTree())->getRootNode(), entity1, entity2);
118}
119
120
121/**
122 * this collides two bvtrees together. the trees are attached to pnodes Objects A and B
123 * @param tree: the other tree to collide with (Object B)
124 * @param nodeA: PNode of object A
125 * @param nodeB: Pnode of object B
126 */
127void OBBTree::collideWith(BVTree* tree, WorldEntity* nodeA, WorldEntity* nodeB)
128{
129  this->rootNode->collideWith(((OBBTree*)tree)->getRootNode(), nodeA, nodeB);
130}
131
132
133void OBBTree::drawBV(int depth, int drawMode) const
134{
135  if( likely(this->rootNode != NULL))
136  {
137    this->rootNode->drawBV(depth, drawMode);
138  }
139}
140
141
142
143void OBBTree::debug()
144{
145  PRINT(0)("\n==============================| OBBTree::debug() |===\n");
146  PRINT(0)("=  Spawning Tree: Start\n");
147
148  /* generate some test vertices */
149  int const length = 9;
150  sVec3D* vertList = new sVec3D[length];
151//   sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{0.0, 6.0, 9.0},
152//                           {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0},
153//                           {0.0, 3.0, 23.0}, {1.0, 5.0, 30.0}, {0.0, 10.0, 35.0}};
154
155  sVec3D data[length]  = {{0.0, 0.0, 0.0},{1.0, 2.0, 5.0},{1.0, 5.0, 30.0},
156                          {0.0, 3.0, 23.0}, {0.0, 6.0, 9.0}, {0.0, 10.0, 35.0},
157                          {1.0, 4.0, 12.0}, {1.0, 2.0, 16.0}, {0.0, 0.0, 19.0}};
158
159  for(int i = 0; i < length; ++i)
160    {
161      vertList[i][0] = data[i][0];
162      vertList[i][1] = data[i][1];
163      vertList[i][2] = data[i][2];
164    }
165
166  this->spawnBVTree(3, vertList, length);
167
168  PRINT(0)("=  Spawning Tree: Finished\n");
169  PRINT(0)("=======================================================\n");
170
171}
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