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 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION |
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17 | |
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18 | #include "obb_tree_node.h" |
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19 | #include "list.h" |
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20 | #include "obb.h" |
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21 | #include "obb_tree.h" |
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22 | #include "vector.h" |
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23 | #include "abstract_model.h" |
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24 | #include "world_entity.h" |
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25 | |
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26 | #include <math.h> |
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27 | |
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28 | #include "stdincl.h" |
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29 | |
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30 | #include "lin_alg.h" |
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31 | |
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32 | |
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33 | |
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34 | |
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35 | using namespace std; |
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36 | |
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37 | OBBTree* OBBTreeNode::obbTree = NULL; |
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38 | |
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39 | float** OBBTreeNode::coMat = NULL; |
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40 | float** OBBTreeNode::eigvMat = NULL; |
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41 | float* OBBTreeNode::eigvlMat = NULL; |
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42 | int* OBBTreeNode::rotCount = NULL; |
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43 | |
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44 | /** |
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45 | * standard constructor |
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46 | */ |
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47 | OBBTreeNode::OBBTreeNode () |
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48 | { |
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49 | this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode"); |
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50 | this->nodeLeft = NULL; |
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51 | this->nodeRight = NULL; |
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52 | this->bvElement = NULL; |
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53 | |
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54 | if(coMat == NULL) |
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55 | { |
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56 | coMat = new float*[4]; |
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57 | for(int i = 0; i < 4; i++) |
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58 | coMat[i] = new float[4]; |
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59 | } |
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60 | if(eigvMat == NULL) |
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61 | { |
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62 | eigvMat = new float*[4]; |
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63 | for(int i = 0; i < 4; i++) |
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64 | eigvMat[i] = new float[4]; |
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65 | } |
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66 | if( eigvlMat == NULL) |
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67 | { |
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68 | eigvlMat = new float[4]; |
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69 | } |
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70 | if( rotCount == NULL) |
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71 | rotCount = new int; |
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72 | |
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73 | this->sphereObj = gluNewQuadric(); |
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74 | } |
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75 | |
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76 | |
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77 | /** |
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78 | * standard deconstructor |
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79 | */ |
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80 | OBBTreeNode::~OBBTreeNode () |
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81 | { |
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82 | if( this->nodeLeft) |
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83 | { |
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84 | delete this->nodeLeft; |
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85 | this->nodeLeft = NULL; |
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86 | } |
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87 | if( this->nodeRight) |
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88 | { |
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89 | delete this->nodeRight; |
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90 | this->nodeRight = NULL; |
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91 | } |
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92 | if( this->bvElement) |
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93 | delete this->bvElement; |
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94 | this->bvElement = NULL; |
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95 | } |
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96 | |
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97 | |
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98 | |
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99 | /** |
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100 | * creates a new BVTree or BVTree partition |
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101 | * @param depth: how much more depth-steps to go: if == 1 don't go any deeper! |
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102 | * @param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle |
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103 | */ |
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104 | void OBBTreeNode::spawnBVTree(const int depth, sVec3D *verticesList, const int length) |
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105 | { |
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106 | PRINT(3)("\n"); |
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107 | this->treeIndex = this->obbTree->getID(); |
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108 | PRINTF(3)("OBB Depth: %i, tree index: %i, numVertices: %i\n", depth, treeIndex, length); |
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109 | this->depth = depth; |
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110 | |
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111 | |
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112 | this->bvElement = new OBB(); |
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113 | this->bvElement->vertices = verticesList; |
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114 | this->bvElement->numOfVertices = length; |
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115 | PRINTF(3)("Created OBBox\n"); |
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116 | this->calculateBoxCovariance(this->bvElement, verticesList, length); |
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117 | PRINTF(3)("Calculated attributes1\n"); |
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118 | this->calculateBoxEigenvectors(this->bvElement, verticesList, length); |
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119 | PRINTF(3)("Calculated attributes2\n"); |
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120 | this->calculateBoxAxis(this->bvElement, verticesList, length); |
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121 | PRINTF(3)("Calculated attributes3\n"); |
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122 | |
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123 | /* if this is the first node, the vertices data are the original ones of the model itself, so dont delete them in cleanup */ |
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124 | if( this->treeIndex == 1) |
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125 | this->bvElement->bOrigVertices = true; |
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126 | |
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127 | if( likely( this->depth > 0)) |
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128 | { |
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129 | this->forkBox(this->bvElement); |
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130 | |
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131 | |
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132 | if(this->tmpLen1 > 2) |
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133 | { |
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134 | OBBTreeNode* node1 = new OBBTreeNode(); |
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135 | this->nodeLeft = node1; |
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136 | this->nodeLeft->spawnBVTree(depth - 1, this->tmpVert1, this->tmpLen1); |
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137 | } |
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138 | else |
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139 | { |
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140 | PRINTF(3)("Aboarding tree walk: less than 3 vertices left\n"); |
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141 | } |
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142 | |
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143 | if( this->tmpLen2 > 2) |
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144 | { |
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145 | OBBTreeNode* node2 = new OBBTreeNode(); |
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146 | this->nodeRight = node2; |
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147 | this->nodeRight->spawnBVTree(depth - 1, this->tmpVert2, this->tmpLen2); |
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148 | } |
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149 | else |
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150 | { |
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151 | PRINTF(3)("Abording tree walk: less than 3 vertices left\n"); |
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152 | } |
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153 | |
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154 | } |
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155 | } |
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156 | |
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157 | |
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158 | |
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159 | void OBBTreeNode::calculateBoxCovariance(OBB* box, sVec3D* verticesList, int length) |
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160 | { |
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161 | float facelet[length]; //!< surface area of the i'th triangle of the convex hull |
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162 | float face; //!< surface area of the entire convex hull |
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163 | Vector centroid[length]; //!< centroid of the i'th convex hull |
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164 | Vector center; //!< the center of the entire hull |
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165 | Vector p, q, r; //!< holder of the polygon data, much more conveniant to work with Vector than sVec3d |
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166 | Vector t1, t2; //!< temporary values |
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167 | float covariance[3][3]; //!< the covariance matrix |
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168 | int mode = 0; //!< mode = 0: vertex soup, no connections, mode = 1: 3 following verteces build a triangle |
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169 | |
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170 | this->numOfVertices = length; |
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171 | this->vertices = verticesList; |
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172 | |
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173 | |
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174 | if( likely(mode == 0)) |
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175 | { |
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176 | /* fist compute all the convex hull face/facelets and centroids */ |
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177 | for(int i = 0; i < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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178 | { |
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179 | p = verticesList[i]; |
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180 | q = verticesList[i + 1]; |
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181 | r = verticesList[i + 2]; |
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182 | |
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183 | t1 = p - q; t2 = p - r; |
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184 | |
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185 | /* finding the facelet surface via cross-product */ |
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186 | facelet[i] = 0.5f * fabs( t1.cross(t2).len() ); |
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187 | /* update the entire convex hull surface */ |
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188 | face += facelet[i]; |
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189 | |
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190 | /* calculate the cetroid of the hull triangles */ |
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191 | centroid[i] = (p + q + r) * 1/3; |
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192 | /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ |
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193 | center += centroid[i] * facelet[i]; |
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194 | } |
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195 | /* take the average of the centroid sum */ |
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196 | center /= face; |
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197 | PRINTF(3)("-- Calculated Center\n"); |
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198 | |
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199 | |
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200 | /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */ |
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201 | for(int j = 0; j < 3; ++j) |
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202 | { |
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203 | for(int k = 0; k < 3; ++k) |
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204 | { |
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205 | for(int i = 0; i < length; i+=3) |
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206 | { |
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207 | p = verticesList[i]; |
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208 | q = verticesList[i + 1]; |
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209 | r = verticesList[i + 2]; |
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210 | |
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211 | covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j] * p[k] + |
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212 | q[j] * q[k] + r[j] * r[k]) - center[j] * center[k]; |
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213 | } |
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214 | } |
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215 | } |
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216 | PRINTF(3)("-- Calculated Covariance\n"); |
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217 | } |
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218 | else if( mode == 1) |
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219 | { |
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220 | for( int i = 0; i < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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221 | { |
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222 | p = verticesList[i]; |
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223 | q = verticesList[i + 1]; |
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224 | r = verticesList[i + 2]; |
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225 | |
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226 | centroid[i] = (p + q + r) / 3.0f; |
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227 | center += centroid[i]; |
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228 | } |
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229 | center /= length; |
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230 | |
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231 | for( int j = 0; j < 3; ++j) |
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232 | { |
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233 | for( int k = 0; k < 3; ++k) |
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234 | { |
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235 | for( int i = 0; i < length; i+=3) |
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236 | { |
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237 | p = verticesList[i]; |
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238 | q = verticesList[i +1]; |
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239 | r = verticesList[i + 2]; |
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240 | |
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241 | covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; |
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242 | } |
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243 | covariance[j][k] /= (3.0f * length); |
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244 | } |
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245 | } |
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246 | PRINTF(3)("-- Calculated Covariance\n"); |
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247 | } |
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248 | else if( mode == 2) |
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249 | { |
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250 | /* fist compute all the convex hull face/facelets and centroids */ |
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251 | for(int i = 0; i < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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252 | { |
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253 | p = verticesList[i]; |
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254 | q = verticesList[i + 1]; |
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255 | r = verticesList[i + 2]; |
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256 | |
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257 | t1 = p - q; t2 = p - r; |
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258 | |
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259 | /* finding the facelet surface via cross-product */ |
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260 | facelet[i] = 0.5f * fabs( t1.cross(t2).len() ); |
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261 | /* update the entire convex hull surface */ |
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262 | face += facelet[i]; |
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263 | |
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264 | /* calculate the cetroid of the hull triangles */ |
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265 | centroid[i] = (p + q + r) * 1/3; |
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266 | /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ |
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267 | center += centroid[i] * facelet[i]; |
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268 | } |
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269 | /* take the average of the centroid sum */ |
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270 | center /= face; |
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271 | PRINTF(3)("-- Calculated Center\n"); |
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272 | |
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273 | for( int j = 0; j < 3; ++j) |
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274 | { |
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275 | for( int k = 0; k < 3; ++k) |
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276 | { |
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277 | for( int i = 0; i < length; i+=3) |
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278 | { |
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279 | p = verticesList[i]; |
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280 | q = verticesList[i +1]; |
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281 | r = verticesList[i + 2]; |
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282 | |
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283 | covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; |
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284 | } |
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285 | covariance[j][k] /= (3.0f * length); |
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286 | } |
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287 | } |
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288 | PRINTF(3)("-- Calculated Covariance\n"); |
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289 | } |
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290 | else |
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291 | { |
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292 | for( int i = 0; i < length; ++i) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ |
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293 | { |
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294 | center += verticesList[i]; |
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295 | } |
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296 | center /= length; |
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297 | |
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298 | for( int j = 0; j < 3; ++j) |
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299 | { |
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300 | for( int k = 0; k < 3; ++k) |
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301 | { |
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302 | for( int i = 0; i < length; i+=3) |
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303 | { |
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304 | p = verticesList[i]; |
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305 | q = verticesList[i +1]; |
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306 | r = verticesList[i + 2]; |
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307 | |
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308 | covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; |
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309 | } |
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310 | covariance[j][k] /= (3.0f * length); |
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311 | } |
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312 | } |
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313 | PRINTF(3)("-- Calculated Covariance\n"); |
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314 | } |
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315 | |
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316 | PRINTF(3)("\nVertex Data:\n"); |
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317 | for(int i = 0; i < length; i++) |
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318 | { |
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319 | PRINTF(3)("vertex %i: %f, %f, %f\n", i, box->vertices[i][0], box->vertices[i][1], box->vertices[i][2]); |
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320 | } |
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321 | |
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322 | |
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323 | PRINTF(3)("\nCovariance Matrix:\n"); |
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324 | for(int j = 0; j < 3; ++j) |
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325 | { |
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326 | PRINT(3)(" |"); |
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327 | for(int k = 0; k < 3; ++k) |
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328 | { |
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329 | PRINT(3)(" \b%f ", covariance[j][k]); |
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330 | } |
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331 | PRINT(3)(" |\n"); |
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332 | } |
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333 | |
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334 | PRINTF(3)("center: %f, %f, %f\n", center.x, center.y, center.z); |
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335 | |
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336 | |
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337 | for(int i = 0; i < 3; ++i) |
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338 | { |
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339 | box->covarianceMatrix[i][0] = covariance[i][0]; |
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340 | box->covarianceMatrix[i][1] = covariance[i][1]; |
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341 | box->covarianceMatrix[i][2] = covariance[i][2]; |
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342 | } |
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343 | *box->center = center; |
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344 | PRINTF(3)("-- Written Result to obb\n"); |
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345 | } |
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346 | |
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347 | |
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348 | |
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349 | void OBBTreeNode::calculateBoxEigenvectors(OBB* box, sVec3D* verticesList, int length) |
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350 | { |
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351 | |
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352 | /* now getting spanning vectors of the sub-space: |
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353 | the eigenvectors of a symmertric matrix, such as the |
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354 | covarience matrix are mutually orthogonal. |
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355 | after normalizing them, they can be used as a the basis |
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356 | vectors |
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357 | */ |
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358 | Vector* axis = new Vector[3]; //!< the references to the obb axis |
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359 | |
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360 | coMat[1][1] = box->covarianceMatrix[0][0]; coMat[1][2] = box->covarianceMatrix[0][1]; coMat[1][3] = box->covarianceMatrix[0][2]; |
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361 | coMat[2][1] = box->covarianceMatrix[1][0]; coMat[2][2] = box->covarianceMatrix[1][1]; coMat[2][3] = box->covarianceMatrix[1][2]; |
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362 | coMat[3][1] = box->covarianceMatrix[2][0]; coMat[3][2] = box->covarianceMatrix[2][1]; coMat[3][3] = box->covarianceMatrix[2][2]; |
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363 | |
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364 | /* new jacobi tests */ |
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365 | JacobI(coMat, 3, eigvlMat, eigvMat, rotCount); |
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366 | PRINTF(3)("-- Done Jacobi Decomposition\n"); |
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367 | |
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368 | |
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369 | // PRINTF(3)("Jacobi\n"); |
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370 | // for(int j = 1; j < 4; ++j) |
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371 | // { |
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372 | // PRINTF(3)(" |"); |
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373 | // for(int k = 1; k < 4; ++k) |
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374 | // { |
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375 | // PRINTF(3)(" \b%f ", eigvMat[j][k]); |
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376 | // } |
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377 | // PRINTF(3)(" |\n"); |
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378 | // } |
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379 | |
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380 | axis[0].x = eigvMat[1][1]; axis[0].y = eigvMat[2][1]; axis[0].z = eigvMat[3][1]; |
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381 | axis[1].x = eigvMat[1][2]; axis[1].y = eigvMat[2][2]; axis[1].z = eigvMat[3][2]; |
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382 | axis[2].x = eigvMat[1][3]; axis[2].y = eigvMat[2][3]; axis[2].z = eigvMat[3][3]; |
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383 | axis[0].normalize(); |
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384 | axis[1].normalize(); |
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385 | axis[2].normalize(); |
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386 | box->axis = axis; |
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387 | |
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388 | PRINTF(3)("-- Got Axis\n"); |
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389 | |
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390 | PRINTF(3)("eigenvector: %f, %f, %f\n", box->axis[0].x, box->axis[0].y, box->axis[0].z); |
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391 | PRINTF(3)("eigenvector: %f, %f, %f\n", box->axis[1].x, box->axis[1].y, box->axis[1].z); |
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392 | PRINTF(3)("eigenvector: %f, %f, %f\n", box->axis[2].x, box->axis[2].y, box->axis[2].z); |
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393 | } |
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394 | |
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395 | |
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396 | void OBBTreeNode::calculateBoxAxis(OBB* box, sVec3D* verticesList, int length) |
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397 | { |
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398 | |
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399 | /* now get the axis length */ |
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400 | Line ax[3]; //!< the axis |
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401 | float* halfLength = new float[3]; //!< half length of the axis |
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402 | float tmpLength; //!< tmp save point for the length |
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403 | Plane p0(box->axis[0], *box->center); //!< the axis planes |
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404 | Plane p1(box->axis[1], *box->center); |
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405 | Plane p2(box->axis[2], *box->center); |
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406 | float maxLength[3]; |
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407 | float minLength[3]; |
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408 | |
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409 | |
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410 | /* get a bad bounding box */ |
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411 | halfLength[0] = -1.0f; |
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412 | for(int j = 0; j < length; ++j) |
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413 | { |
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414 | tmpLength = fabs(p0.distancePoint(vertices[j])); |
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415 | if( tmpLength > halfLength[0]) |
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416 | halfLength[0] = tmpLength; |
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417 | } |
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418 | |
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419 | halfLength[1] = -1.0f; |
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420 | for(int j = 0; j < length; ++j) |
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421 | { |
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422 | tmpLength = fabs(p1.distancePoint(vertices[j])); |
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423 | if( tmpLength > halfLength[1]) |
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424 | halfLength[1] = tmpLength; |
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425 | } |
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426 | |
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427 | halfLength[2] = -1.0f; |
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428 | for(int j = 0; j < length; ++j) |
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429 | { |
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430 | tmpLength = fabs(p2.distancePoint(vertices[j])); |
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431 | if( tmpLength > halfLength[2]) |
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432 | halfLength[2] = tmpLength; |
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433 | } |
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434 | |
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435 | |
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436 | |
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437 | /* get the maximal dimensions of the body in all directions */ |
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438 | maxLength[0] = p0.distancePoint(vertices[0]); |
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439 | minLength[0] = p0.distancePoint(vertices[0]); |
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440 | for(int j = 0; j < length; ++j) |
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441 | { |
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442 | tmpLength = p0.distancePoint(vertices[j]); |
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443 | if( tmpLength > maxLength[0]) |
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444 | maxLength[0] = tmpLength; |
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445 | else if( tmpLength < minLength[0]) |
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446 | minLength[0] = tmpLength; |
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447 | } |
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448 | |
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449 | maxLength[1] = p1.distancePoint(vertices[0]); |
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450 | minLength[1] = p1.distancePoint(vertices[0]); |
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451 | for(int j = 0; j < length; ++j) |
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452 | { |
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453 | tmpLength = p1.distancePoint(vertices[j]); |
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454 | if( tmpLength > maxLength[1]) |
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455 | maxLength[1] = tmpLength; |
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456 | else if( tmpLength < minLength[1]) |
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457 | minLength[1] = tmpLength; |
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458 | } |
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459 | |
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460 | maxLength[2] = p2.distancePoint(vertices[0]); |
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461 | minLength[2] = p2.distancePoint(vertices[0]); |
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462 | for(int j = 0; j < length; ++j) |
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463 | { |
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464 | tmpLength = p2.distancePoint(vertices[j]); |
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465 | if( tmpLength > maxLength[2]) |
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466 | maxLength[2] = tmpLength; |
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467 | else if( tmpLength < minLength[2]) |
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468 | minLength[2] = tmpLength; |
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469 | } |
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470 | |
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471 | |
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472 | /* calculate the real centre of the body by using the axis length */ |
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473 | float centerOffset[3]; |
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474 | float newHalfLength[3]; |
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475 | for(int i = 0; i < 3; ++i) |
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476 | { |
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477 | PRINTF(3)("max: %f, min: %f \n", maxLength[i], minLength[i]); |
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478 | centerOffset[i] = (maxLength[i] + minLength[i]) / 2.0f; // min length is negatie |
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479 | newHalfLength[i] = (maxLength[i] - minLength[i]) / 2.0f; // min length is negative |
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480 | *box->center += (box->axis[i] * centerOffset[i]); // update the new center vector |
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481 | halfLength[i] = newHalfLength[i]; |
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482 | } |
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483 | |
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484 | |
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485 | |
---|
486 | box->halfLength = halfLength; |
---|
487 | PRINTF(3)("-- Written Axis to obb\n"); |
---|
488 | PRINTF(3)("-- Finished Calculating Attributes\n"); |
---|
489 | |
---|
490 | } |
---|
491 | |
---|
492 | |
---|
493 | |
---|
494 | /** |
---|
495 | \brief this separates an ob-box in the middle |
---|
496 | * @param box: the box to separate |
---|
497 | |
---|
498 | this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis |
---|
499 | */ |
---|
500 | void OBBTreeNode::forkBox(OBB* box) |
---|
501 | { |
---|
502 | /* get the longest axis of the box */ |
---|
503 | float aLength = -1.0f; //!< the length of the longest axis |
---|
504 | int axisIndex = 0; //!< this is the nr of the longest axis |
---|
505 | |
---|
506 | for(int i = 0; i < 3; ++i) |
---|
507 | { |
---|
508 | if( aLength < box->halfLength[i]) |
---|
509 | { |
---|
510 | aLength = box->halfLength[i]; |
---|
511 | axisIndex = i; |
---|
512 | } |
---|
513 | } |
---|
514 | |
---|
515 | PRINTF(3)("longest axis is: nr %i with a half-length of: %f\n", axisIndex, aLength); |
---|
516 | |
---|
517 | |
---|
518 | /* get the closest vertex near the center */ |
---|
519 | float dist = 999999.0f; //!< the smallest distance to each vertex |
---|
520 | float tmpDist; //!< temporary distance |
---|
521 | int vertexIndex; |
---|
522 | Plane middlePlane(box->axis[axisIndex], *box->center); //!< the middle plane |
---|
523 | |
---|
524 | vertexIndex = 0; |
---|
525 | for(int i = 0; i < box->numOfVertices; ++i) |
---|
526 | { |
---|
527 | tmpDist = fabs(middlePlane.distancePoint(box->vertices[i])); |
---|
528 | if( tmpDist < dist) |
---|
529 | { |
---|
530 | dist = tmpDist; |
---|
531 | vertexIndex = i; |
---|
532 | } |
---|
533 | } |
---|
534 | |
---|
535 | PRINTF(3)("\nthe clostest vertex is nr: %i, with a dist of: %f\n", vertexIndex ,dist); |
---|
536 | |
---|
537 | |
---|
538 | /* now definin the separation plane through this specified nearest point and partition |
---|
539 | the points depending on which side they are located |
---|
540 | */ |
---|
541 | tList<sVec3D> partition1; //!< the vertex partition 1 |
---|
542 | tList<sVec3D> partition2; //!< the vertex partition 2 |
---|
543 | |
---|
544 | |
---|
545 | PRINTF(3)("vertex index: %i, of %i\n", vertexIndex, box->numOfVertices); |
---|
546 | this->separationPlane = new Plane(box->axis[axisIndex], box->vertices[vertexIndex]); //!< separation plane |
---|
547 | this->sepPlaneCenter = &box->vertices[vertexIndex]; |
---|
548 | this->longestAxisIndex = axisIndex; |
---|
549 | |
---|
550 | for(int i = 0; i < box->numOfVertices; ++i) |
---|
551 | { |
---|
552 | if( i == vertexIndex) continue; |
---|
553 | tmpDist = this->separationPlane->distancePoint(box->vertices[i]); |
---|
554 | if( tmpDist > 0.0) |
---|
555 | partition1.add(&box->vertices[i]); /* positive numbers plus zero */ |
---|
556 | else |
---|
557 | partition2.add(&box->vertices[i]); /* negatice numbers */ |
---|
558 | } |
---|
559 | partition1.add(&box->vertices[vertexIndex]); |
---|
560 | partition2.add(&box->vertices[vertexIndex]); |
---|
561 | |
---|
562 | PRINTF(3)("\npartition1: got %i vertices/ partition 2: got %i vertices\n", partition1.getSize(), partition2.getSize()); |
---|
563 | |
---|
564 | |
---|
565 | /* now comes the separation into two different sVec3D arrays */ |
---|
566 | tIterator<sVec3D>* iterator; //!< the iterator to go through the lists |
---|
567 | sVec3D* element; //!< the elements |
---|
568 | int index; //!< index storage place |
---|
569 | sVec3D* vertList1; //!< the vertex list 1 |
---|
570 | sVec3D* vertList2; //!< the vertex list 2 |
---|
571 | |
---|
572 | vertList1 = new sVec3D[partition1.getSize()]; |
---|
573 | vertList2 = new sVec3D[partition2.getSize()]; |
---|
574 | |
---|
575 | iterator = partition1.getIterator(); |
---|
576 | element = iterator->firstElement(); |
---|
577 | index = 0; |
---|
578 | while( element != NULL) |
---|
579 | { |
---|
580 | vertList1[index][0] = element[0][0]; |
---|
581 | vertList1[index][1] = element[0][1]; |
---|
582 | vertList1[index][2] = element[0][2]; |
---|
583 | ++index; |
---|
584 | element = iterator->nextElement(); |
---|
585 | } |
---|
586 | |
---|
587 | // PRINTF(0)("\npartition 1:\n"); |
---|
588 | // for(int i = 0; i < partition1.getSize(); ++i) |
---|
589 | // { |
---|
590 | // PRINTF(0)("v[%i][0] = %f,\tv[%i][1] = %f,\tv[%i][1] = %f\n", i, vertList1[i][0], i, vertList1[i][1], i, vertList1[i][2]); |
---|
591 | // } |
---|
592 | |
---|
593 | iterator = partition2.getIterator(); |
---|
594 | element = iterator->firstElement(); |
---|
595 | index = 0; |
---|
596 | while( element != NULL) |
---|
597 | { |
---|
598 | vertList2[index][0] = element[0][0]; |
---|
599 | vertList2[index][1] = element[0][1]; |
---|
600 | vertList2[index][2] = element[0][2]; |
---|
601 | ++index; |
---|
602 | element = iterator->nextElement(); |
---|
603 | } |
---|
604 | |
---|
605 | this->tmpVert1 = vertList1; |
---|
606 | this->tmpVert2 = vertList2; |
---|
607 | this->tmpLen1 = partition1.getSize(); |
---|
608 | this->tmpLen2 = partition2.getSize(); |
---|
609 | |
---|
610 | delete iterator; |
---|
611 | |
---|
612 | // PRINTF(0)("\npartition 2:\n"); |
---|
613 | // for(int i = 0; i < partition2.getSize(); ++i) |
---|
614 | // { |
---|
615 | // PRINTF(0)("v[%i][0] = %f,\tv[%i][1] = %f,\tv[%i][1] = %f\n", i, vertList2[i][0], i, vertList2[i][1], i, vertList2[i][2]); |
---|
616 | // } |
---|
617 | } |
---|
618 | |
---|
619 | |
---|
620 | |
---|
621 | |
---|
622 | void OBBTreeNode::collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) |
---|
623 | { |
---|
624 | PRINTF(3)("collideWith\n"); |
---|
625 | /* if the obb overlap, make subtests: check which node is realy overlaping */ |
---|
626 | PRINT(3)("Checking OBB %i vs %i: ", this->getIndex(), treeNode->getIndex()); |
---|
627 | if( unlikely(treeNode == NULL)) return; |
---|
628 | |
---|
629 | if( this->overlapTest(this->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB)) |
---|
630 | { |
---|
631 | PRINTF(3)("collision @ lvl %i, object %s vs. %s, (%p, %p)\n", this->depth, nodeA->getClassName(), nodeB->getClassName(), this->nodeLeft, this->nodeRight); |
---|
632 | |
---|
633 | /* check if left node overlaps */ |
---|
634 | if( likely( this->nodeLeft != NULL)) |
---|
635 | { |
---|
636 | PRINT(3)("Checking OBB %i vs %i: ", this->nodeLeft->getIndex(), treeNode->getIndex()); |
---|
637 | if( this->overlapTest(this->nodeLeft->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB)) |
---|
638 | { |
---|
639 | this->nodeLeft->collideWith(((OBBTreeNode*)treeNode)->nodeLeft, nodeA, nodeB); |
---|
640 | this->nodeLeft->collideWith(((OBBTreeNode*)treeNode)->nodeRight, nodeA, nodeB); |
---|
641 | } |
---|
642 | } |
---|
643 | /* check if right node overlaps */ |
---|
644 | if( likely( this->nodeRight != NULL)) |
---|
645 | { |
---|
646 | PRINT(3)("Checking OBB %i vs %i: ", this->nodeRight->getIndex(), treeNode->getIndex()); |
---|
647 | if(this->overlapTest(this->nodeRight->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB)) |
---|
648 | { |
---|
649 | this->nodeRight->collideWith(((OBBTreeNode*)treeNode)->nodeLeft, nodeA, nodeB); |
---|
650 | this->nodeRight->collideWith(((OBBTreeNode*)treeNode)->nodeRight, nodeA, nodeB); |
---|
651 | } |
---|
652 | } |
---|
653 | |
---|
654 | /* so there is a collision and this is the last box in the tree (i.e. leaf) */ |
---|
655 | if( unlikely(this->nodeRight == NULL && this->nodeLeft == NULL)) |
---|
656 | { |
---|
657 | nodeA->collidesWith(nodeB, *((OBBTreeNode*)treeNode)->bvElement->center); |
---|
658 | |
---|
659 | nodeB->collidesWith(nodeA, *this->bvElement->center); |
---|
660 | } |
---|
661 | |
---|
662 | } |
---|
663 | } |
---|
664 | |
---|
665 | |
---|
666 | |
---|
667 | bool OBBTreeNode::overlapTest(OBB* boxA, OBB* boxB, WorldEntity* nodeA, WorldEntity* nodeB) |
---|
668 | { |
---|
669 | /* first check all axis */ |
---|
670 | Vector t; |
---|
671 | float rA = 0.0f; |
---|
672 | float rB = 0.0f; |
---|
673 | Vector l; |
---|
674 | Vector rotAxisA[3]; |
---|
675 | Vector rotAxisB[3]; |
---|
676 | |
---|
677 | rotAxisA[0] = nodeA->getAbsDir().apply(boxA->axis[0]); |
---|
678 | rotAxisA[1] = nodeA->getAbsDir().apply(boxA->axis[1]); |
---|
679 | rotAxisA[2] = nodeA->getAbsDir().apply(boxA->axis[2]); |
---|
680 | |
---|
681 | rotAxisB[0] = nodeB->getAbsDir().apply(boxB->axis[0]); |
---|
682 | rotAxisB[1] = nodeB->getAbsDir().apply(boxB->axis[1]); |
---|
683 | rotAxisB[2] = nodeB->getAbsDir().apply(boxB->axis[2]); |
---|
684 | |
---|
685 | t = nodeA->getAbsCoor() + nodeA->getAbsDir().apply(*boxA->center) - ( nodeB->getAbsCoor() + nodeB->getAbsDir().apply(*boxB->center)); |
---|
686 | |
---|
687 | // printf("\n"); |
---|
688 | // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[0].x, boxA->axis[0].y, boxA->axis[0].z, rotAxisA[0].x, rotAxisA[0].y, rotAxisA[0].z); |
---|
689 | // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[1].x, boxA->axis[1].y, boxA->axis[1].z, rotAxisA[1].x, rotAxisA[1].y, rotAxisA[1].z); |
---|
690 | // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[2].x, boxA->axis[2].y, boxA->axis[2].z, rotAxisA[2].x, rotAxisA[2].y, rotAxisA[2].z); |
---|
691 | // |
---|
692 | // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[0].x, boxB->axis[0].y, boxB->axis[0].z, rotAxisB[0].x, rotAxisB[0].y, rotAxisB[0].z); |
---|
693 | // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[1].x, boxB->axis[1].y, boxB->axis[1].z, rotAxisB[1].x, rotAxisB[1].y, rotAxisB[1].z); |
---|
694 | // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[2].x, boxB->axis[2].y, boxB->axis[2].z, rotAxisB[2].x, rotAxisB[2].y, rotAxisB[2].z); |
---|
695 | |
---|
696 | |
---|
697 | /* All 3 axis of the object A */ |
---|
698 | for( int j = 0; j < 3; ++j) |
---|
699 | { |
---|
700 | rA = 0.0f; |
---|
701 | rB = 0.0f; |
---|
702 | l = rotAxisA[j]; |
---|
703 | |
---|
704 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
705 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
706 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
707 | |
---|
708 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
709 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
710 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
711 | |
---|
712 | PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
713 | |
---|
714 | if( (rA + rB) < fabs(t.dot(l))) |
---|
715 | { |
---|
716 | PRINT(3)("keine Kollision\n"); |
---|
717 | return false; |
---|
718 | } |
---|
719 | } |
---|
720 | |
---|
721 | /* All 3 axis of the object B */ |
---|
722 | for( int j = 0; j < 3; ++j) |
---|
723 | { |
---|
724 | rA = 0.0f; |
---|
725 | rB = 0.0f; |
---|
726 | l = rotAxisB[j]; |
---|
727 | |
---|
728 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
729 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
730 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
731 | |
---|
732 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
733 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
734 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
735 | |
---|
736 | PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
737 | |
---|
738 | if( (rA + rB) < fabs(t.dot(l))) |
---|
739 | { |
---|
740 | PRINT(3)("keine Kollision\n"); |
---|
741 | return false; |
---|
742 | } |
---|
743 | } |
---|
744 | |
---|
745 | |
---|
746 | /* Now check for all face cross products */ |
---|
747 | |
---|
748 | for( int j = 0; j < 3; ++j) |
---|
749 | { |
---|
750 | for(int k = 0; k < 3; ++k ) |
---|
751 | { |
---|
752 | rA = 0.0f; |
---|
753 | rB = 0.0f; |
---|
754 | l = rotAxisA[j].cross(rotAxisB[k]); |
---|
755 | |
---|
756 | rA += fabs(boxA->halfLength[0] * rotAxisA[0].dot(l)); |
---|
757 | rA += fabs(boxA->halfLength[1] * rotAxisA[1].dot(l)); |
---|
758 | rA += fabs(boxA->halfLength[2] * rotAxisA[2].dot(l)); |
---|
759 | |
---|
760 | rB += fabs(boxB->halfLength[0] * rotAxisB[0].dot(l)); |
---|
761 | rB += fabs(boxB->halfLength[1] * rotAxisB[1].dot(l)); |
---|
762 | rB += fabs(boxB->halfLength[2] * rotAxisB[2].dot(l)); |
---|
763 | |
---|
764 | PRINTF(3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); |
---|
765 | |
---|
766 | if( (rA + rB) < fabs(t.dot(l))) |
---|
767 | { |
---|
768 | PRINT(3)("keine Kollision\n"); |
---|
769 | return false; |
---|
770 | } |
---|
771 | } |
---|
772 | } |
---|
773 | |
---|
774 | |
---|
775 | boxA->bCollided = true; /* use this ONLY(!!!!) for drawing operations */ |
---|
776 | boxB->bCollided = true; |
---|
777 | PRINT(3)("Kollision!\n"); |
---|
778 | return true; |
---|
779 | } |
---|
780 | |
---|
781 | |
---|
782 | |
---|
783 | |
---|
784 | |
---|
785 | void OBBTreeNode::drawBV(int depth, int drawMode) |
---|
786 | { |
---|
787 | this->obbTree->getMaterial(treeIndex)->select(); |
---|
788 | |
---|
789 | /* draw the model itself, there is some problem concerning this: the vertices are drawn multiple times */ |
---|
790 | if( drawMode & DRAW_MODEL || drawMode & DRAW_ALL) |
---|
791 | { |
---|
792 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
---|
793 | { |
---|
794 | if( drawMode & DRAW_POINTS) |
---|
795 | glBegin(GL_POINTS); |
---|
796 | for(int i = 0; i < this->bvElement->numOfVertices; ++i) |
---|
797 | { |
---|
798 | if( drawMode & DRAW_POINTS) |
---|
799 | glVertex3f(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]); |
---|
800 | else |
---|
801 | { |
---|
802 | glPushMatrix(); |
---|
803 | glTranslatef(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]); |
---|
804 | gluSphere(this->sphereObj, 0.1, 10, 10); |
---|
805 | glPopMatrix(); |
---|
806 | } |
---|
807 | } |
---|
808 | if( drawMode & DRAW_POINTS) |
---|
809 | glEnd(); |
---|
810 | } |
---|
811 | } |
---|
812 | |
---|
813 | |
---|
814 | /* draw world axes */ |
---|
815 | if( drawMode & DRAW_BV_AXIS) |
---|
816 | { |
---|
817 | glBegin(GL_LINES); |
---|
818 | glColor3f(0.0, 0.4, 0.3); |
---|
819 | glVertex3f(0.0, 0.0, 0.0); |
---|
820 | glVertex3f(3.0, 0.0, 0.0); |
---|
821 | |
---|
822 | glVertex3f(0.0, 0.0, 0.0); |
---|
823 | glVertex3f(0.0, 3.0, 0.0); |
---|
824 | |
---|
825 | glVertex3f(0.0, 0.0, 0.0); |
---|
826 | glVertex3f(0.0, 0.0, 3.0); |
---|
827 | glEnd(); |
---|
828 | } |
---|
829 | |
---|
830 | |
---|
831 | if( drawMode & DRAW_BV_AXIS || drawMode & DRAW_ALL) |
---|
832 | { |
---|
833 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
---|
834 | { |
---|
835 | /* draw the obb axes */ |
---|
836 | glBegin(GL_LINES); |
---|
837 | glColor3f(0.0, 0.4, 0.3); |
---|
838 | glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
---|
839 | glVertex3f(this->bvElement->center->x + this->bvElement->axis[0].x * this->bvElement->halfLength[0], |
---|
840 | this->bvElement->center->y + this->bvElement->axis[0].y * this->bvElement->halfLength[0], |
---|
841 | this->bvElement->center->z + this->bvElement->axis[0].z * this->bvElement->halfLength[0]); |
---|
842 | |
---|
843 | glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
---|
844 | glVertex3f(this->bvElement->center->x + this->bvElement->axis[1].x * this->bvElement->halfLength[1], |
---|
845 | this->bvElement->center->y + this->bvElement->axis[1].y * this->bvElement->halfLength[1], |
---|
846 | this->bvElement->center->z + this->bvElement->axis[1].z * this->bvElement->halfLength[1]); |
---|
847 | |
---|
848 | glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); |
---|
849 | glVertex3f(this->bvElement->center->x + this->bvElement->axis[2].x * this->bvElement->halfLength[2], |
---|
850 | this->bvElement->center->y + this->bvElement->axis[2].y * this->bvElement->halfLength[2], |
---|
851 | this->bvElement->center->z + this->bvElement->axis[2].z * this->bvElement->halfLength[2]); |
---|
852 | glEnd(); |
---|
853 | } |
---|
854 | } |
---|
855 | |
---|
856 | |
---|
857 | /* DRAW POLYGONS */ |
---|
858 | if( drawMode & DRAW_BV_POLYGON || drawMode & DRAW_ALL || drawMode & DRAW_BV_BLENDED) |
---|
859 | { |
---|
860 | if(this->nodeLeft == NULL || this->nodeRight == NULL) |
---|
861 | depth = 0; |
---|
862 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
---|
863 | { |
---|
864 | Vector cen = *this->bvElement->center; |
---|
865 | Vector* axis = this->bvElement->axis; |
---|
866 | float* len = this->bvElement->halfLength; |
---|
867 | |
---|
868 | if( this->bvElement->bCollided) |
---|
869 | this->obbTree->getCollisionMaterial()->select(); |
---|
870 | else if( drawMode & DRAW_BV_BLENDED) |
---|
871 | this->obbTree->getTransparentMaterial(treeIndex)->select(); |
---|
872 | |
---|
873 | |
---|
874 | |
---|
875 | /* draw bounding box */ |
---|
876 | if( drawMode & DRAW_BV_BLENDED) |
---|
877 | glBegin(GL_QUADS); |
---|
878 | else |
---|
879 | glBegin(GL_LINE_LOOP); |
---|
880 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
881 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
882 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
883 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
884 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
885 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
886 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
887 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
888 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
889 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
890 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
891 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
892 | glEnd(); |
---|
893 | |
---|
894 | if( drawMode & DRAW_BV_BLENDED) |
---|
895 | glBegin(GL_QUADS); |
---|
896 | else |
---|
897 | glBegin(GL_LINE_LOOP); |
---|
898 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
899 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
900 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
901 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
902 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
903 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
904 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
905 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
906 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
907 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
908 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
909 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
910 | glEnd(); |
---|
911 | |
---|
912 | if( drawMode & DRAW_BV_BLENDED) |
---|
913 | glBegin(GL_QUADS); |
---|
914 | else |
---|
915 | glBegin(GL_LINE_LOOP); |
---|
916 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
917 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
918 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
919 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
920 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
921 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
922 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
923 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
924 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
925 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
926 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
927 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
928 | glEnd(); |
---|
929 | |
---|
930 | if( drawMode & DRAW_BV_BLENDED) |
---|
931 | glBegin(GL_QUADS); |
---|
932 | else |
---|
933 | glBegin(GL_LINE_LOOP); |
---|
934 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
935 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
936 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
937 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
938 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
939 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
940 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
941 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
942 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
943 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
944 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
945 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
946 | glEnd(); |
---|
947 | |
---|
948 | |
---|
949 | if( drawMode & DRAW_BV_BLENDED) |
---|
950 | { |
---|
951 | glBegin(GL_QUADS); |
---|
952 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
953 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
954 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
955 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], |
---|
956 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], |
---|
957 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); |
---|
958 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
959 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
960 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
961 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], |
---|
962 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], |
---|
963 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); |
---|
964 | glEnd(); |
---|
965 | |
---|
966 | glBegin(GL_QUADS); |
---|
967 | glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
968 | cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
969 | cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
970 | glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], |
---|
971 | cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], |
---|
972 | cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); |
---|
973 | glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
974 | cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
975 | cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
976 | glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], |
---|
977 | cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], |
---|
978 | cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); |
---|
979 | glEnd(); |
---|
980 | } |
---|
981 | |
---|
982 | |
---|
983 | if( drawMode & DRAW_BV_BLENDED) |
---|
984 | this->obbTree->getMaterial(treeIndex)->select(); |
---|
985 | } |
---|
986 | |
---|
987 | } |
---|
988 | |
---|
989 | /* DRAW SEPARATING PLANE */ |
---|
990 | if( drawMode & DRAW_SEPARATING_PLANE || drawMode & DRAW_ALL) |
---|
991 | { |
---|
992 | if( !(drawMode & DRAW_SINGLE && depth != 0)) |
---|
993 | { |
---|
994 | if( drawMode & DRAW_BV_BLENDED) |
---|
995 | this->obbTree->getTransparentMaterial(treeIndex)->select(); |
---|
996 | |
---|
997 | /* now draw the separation plane */ |
---|
998 | Vector a1 = this->bvElement->axis[(this->longestAxisIndex + 1)%3]; |
---|
999 | Vector a2 = this->bvElement->axis[(this->longestAxisIndex + 2)%3]; |
---|
1000 | Vector c = *this->bvElement->center; |
---|
1001 | float l1 = this->bvElement->halfLength[(this->longestAxisIndex + 1)%3]; |
---|
1002 | float l2 = this->bvElement->halfLength[(this->longestAxisIndex + 2)%3]; |
---|
1003 | glBegin(GL_QUADS); |
---|
1004 | 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); |
---|
1005 | 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); |
---|
1006 | 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); |
---|
1007 | 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); |
---|
1008 | glEnd(); |
---|
1009 | |
---|
1010 | if( drawMode & DRAW_BV_BLENDED) |
---|
1011 | this->obbTree->getMaterial(treeIndex)->select(); |
---|
1012 | |
---|
1013 | } |
---|
1014 | } |
---|
1015 | |
---|
1016 | |
---|
1017 | |
---|
1018 | if( this->nodeLeft != NULL && depth != 0 ) |
---|
1019 | this->nodeLeft->drawBV(depth - 1, drawMode); |
---|
1020 | if( this->nodeRight != NULL && depth != 0) |
---|
1021 | this->nodeRight->drawBV(depth - 1, drawMode); |
---|
1022 | |
---|
1023 | this->bvElement->bCollided = false; |
---|
1024 | } |
---|
1025 | |
---|
1026 | |
---|
1027 | |
---|
1028 | void OBBTreeNode::debug() const |
---|
1029 | { |
---|
1030 | |
---|
1031 | /* |
---|
1032 | for(int i = 0; i < length; i++) |
---|
1033 | { |
---|
1034 | PRINTF(3)("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]); |
---|
1035 | } |
---|
1036 | */ |
---|
1037 | } |
---|